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Messages - Jimmy

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1
Requests For Features / Re: Purpose of Unlockables
« on: October 09, 2009, 18:58 »
What are you talking about?  The spacing? 

The post wasn't a reply to you in any case, but I assure you it was in English.

2
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 09, 2009, 18:55 »
You've got me there, hehe.

3
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 09, 2009, 13:43 »
I like frankosity's ideas.  It might be difficult to code it so cybie would intentionally smash walls, though.  Maybe have him not use the rocket launcher until halfway in the game, or something like that?  Could have a special entrance message on the floor when he first will use the rocket launcher.  Nemesis actually used a rocket launcher in RE too, but not until later in the game. 

It would be cool to have normal music until he enters at which point it switches to the cyberdemon walking track.  If you do it where you have a headstart to finish the floor before he shows up, the mode would become similar in the timed aspect to angel of red alert, but handled in a way more like bubble bobble (anyone remember the white ghost that came after you when you spent too long on a floor?)

Actually, having a weaker (but still strong) cybie used for the levels other than the last would still work- the nemesis was easier earlier in the game than at the end in RE too. 

Anyway, the example from resident evil need be no more than inspiration- the key is just having to deal with a cyberdemon of yet undetermined strength on each or many of the floors before the end.  Something like running into him on every 5th floor could also potentially work.   

4
Requests For Features / Re: Random music for levels
« on: October 09, 2009, 11:40 »
As an option that sounds fine, but I would object to it as a replacement of the current progression.  IIRC the current progression matches that of doom.  I also find that there's a point in doomrl when the music calms down that happens to also be when you're generally having to play more carefully as the danger level escalates, and I enjoy the effect of that on the game's atmosphere. 

5
Requests For Features / Re: Purpose of Unlockables
« on: October 09, 2009, 11:32 »
chaoticjosh- the fact that the games I mentioned are of some very different genres shows how deriving enjoyment from unlockables is not something bound to any single genre of games.  I can't think of a single genre that doesn't have examples of games with unlockable content, actually, from sports games to rpgs to sound novels.  It looks like you simply don't personally like unlockables, but it can't be contested that they are very popular.  Ultimately it's just kornel's choice, but I daresay that he would likely upset many more people than he would please if he eliminated unlockables.  It would be different perhaps if he had never decided to include them in the first place, but at this point, they're one of the features that make DoomRL stand out compared to other computer roguelikes.  (unlockables aren't unknown in roguelikes incidentally- I know that at least the chocobo's dungeon and fuurai no shiren series have them on consoles)

6
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 08, 2009, 06:41 »
I like this angel of cybie idea a lot, but I think it'd be cooler to have the cybie invulnerable until the last floor.   Then it would be like he's been hunting you and it isn't until then that you're ready to turn and fight- like the nemesis in resident evil 3.  Angel of Nemesis would be a good name for the mode, actually!  Just make cybie show up on all non-special floors starting from something like level 5 or 10,

I could see this mode making hellrunner very worth picking up, along with cat's eye or intuition 3.  You'd have to play with a level of caution on par with AoB in order to not get sniped by cybie or obliterated when you turn a corner and run into him.

7
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 06, 2009, 10:27 »
The angel of stasis, or at least the concept of it, sounds cool to me.  The player would be very weak compared to other modes, which would necessitate lots of running away.  At the same time, with no experience to gain, running away makes great sense.  It might be a good idea to let the player start with a nuke, as cybie would be extremely difficult to kill on this mode even with a bfg and lots of cells. 

Uniques would be fun in this mode as they would would rarely be incompatible with your "build" (stuff like the minigun would be problematic I guess) 

8
Requests For Features / Re: Spicing up Ao100
« on: September 26, 2009, 22:50 »
True, but there are many of them and only one doomguy ;)

9
Requests For Features / Re: Spicing up Ao100
« on: September 26, 2009, 17:42 »
A level like that with mancubi would be scary.  It always sucks to turn a corner and eat 3 fireballs in the face.

10
Requests For Features / Re: Special Level overhaul
« on: September 25, 2009, 19:07 »
IMO the cyberdemon is much tougher in doomrl than doom, due mainly to his high accuracy.  Since the spider mastermind was always accurate, it wouldn't be strange for it to be weaker than the cyberdemon in doomrl.  However, the spider mastermind is really the boss of doom 1, and for "doomishness"'s sake, I'd like to see it be somewhat tougher than cybie in doomrl, whenever it eventually gets added.

????????????????


11
Requests For Features / Re: Purpose of Unlockables
« on: September 22, 2009, 12:11 »
Unlocking things and improving one's profile is a huge draw for many people.  It's one of the main reasons kongregate has been successful, compared to other flash gaming sites that don't have challenges or medals.  It's one of the reasons for goldeneye's huge popularity back on the nintendo64.  Going back even further, it's comparable to completing challenges in order to unlock characters in fighting games- in tekken for example, every character has a sub-boss character they must fight before the last boss.  Those subbosses are all unlockable by winning the game with the character that fights them, and then the last boss by winning with all of the subbosses.

The idea, I guess, is that it's that process that is the draw.  This is why some modern games have absurd numbers of unlockables.  Smash brothers brawl is an example of a game that does this well.  There is an insane amount of unlockable content, but there are multiple ways to unlock the most important content, (the extra characters) and much of the content would be meaningless to people that don't care about being a completionist (stickers, medals).

In my case, I haven't played doomrl in a few months now because I've been eagerly anticipating the new release, and don't want to waste my time on my old profile that won't be transferred.  ;) 

12
Requests For Features / Re: Angel of Shotgunerry?
« on: September 13, 2009, 20:42 »
This could work.  Start with an advanced shotgun or advanced combat shotgun and some extra shells.  No melee allowed- if you run out of shells you're screwed (it wouldn't be that bad, shotgun ammo can be very efficient)  It would be sort of generic, but no more so than the pistol challenge. 

13
Requests For Features / Re: New unique items
« on: August 20, 2009, 04:23 »
Concerning the necrogun idea, If you make the health cost something connected with reloading, and it's bfg-like in power, it could easily be useful even if it cost half of your health.  There are many, many times in doomrl when you run across things like large health globes, invulnerability artifacts and berserk globes when at well over 50% health- any of these times you could reload the gun and then grab the item.  Not to mention the small medkits that are often not worth inventory space later in the game.

14
Discussion / Re: Less random unique generation?
« on: August 05, 2009, 02:59 »
One of my favorite things in Doomrl is finding a unique that makes me decide to either: 1. adjust my build, even if some already selected traits become less useful or useless, or to 2. skip the unique.  Also, one reason I like shotguns is that they work well with generalist builds in the early game, so you can start with your weapon effectiveness traits after finding a unique (if you find one relatively early) without having already having had to do so just to survive. 

For these and other reasons I am completely against less random unique generation.

15
Discussion / Re: Ranking the Uniques/Artifacts (spoilers ahoy!)
« on: August 05, 2009, 02:49 »
Since the Blaster is a real weapon from Quake 2, I'd like to see it acting similarly to the Quake 2 version.  It was the weakest weapon in Quake 2 and I don't see why it should be a top tier damaging unique in Doomrl; with the dual-wielding in Doomrl, even if it's just fairly strong I could easily see it being very appreciated when it spawns, and even without dual-wielding, it would act as a backup for ammo conservation after finding a stronger gun.  I think it should be able to fire non-stop with no need to ever wait for it to charge.  Slowing the speed on it to .8 as per Zi's first suggestion sounds perfect to me actually.

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