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Messages - Gamer-man

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ohh hey, off topic, but I love watching your achron videos, so thanks for all the time and work you put into making those (I recognized your name as being familiar instantly, then saw that you didn't have prior posts, and was confused for a moment :P)

Discussion / Ascii dreams RL of the year awards
« on: December 17, 2013, 21:36 »

DoomRL is currently in 6th place.  DiabloRL only has 5 votes though.  Sounds like we need get on the ball.

Discussion / Re: On exploiting dualangels...
« on: April 01, 2013, 17:51 »
could this also work if you only get compenstaion bonuses from the 1st challenge selected (so you don't get max damage/accuracy if the 2nd challenge chosen is AoMC, but the enemies still do, making it a sort of super challenge).
Also, any challenge where the scout doesn't get to view the stairs should be non-compatible for badge earning with confidence/over confidence, as those are the challenges where finding 21 sets of stairs are considered vital to the challenge.  [i still think the scout should know where any computer maps are as compensation in these challenges, or maybe computer maps only reveil stairs for scouts in these challenges].

Requests For Features / Continue Option on Ending Episode
« on: April 01, 2013, 17:42 »
The best places to stop and take a break if you want one is at the end of an episode, however those are the only floors you can not save and exit on.  So when you complete an episode, it should ask "do you wish to continue?" and then if you say no, it will save and exit.  This will make the game easier to play in short bursts.

Announcements / Re: DoomRL RELEASED!
« on: March 30, 2013, 17:24 »
Wait, i've been playing the tome 4 update when this has been out for more than a week?!?
congradulations!  great work kornel and company

Discussion / Re: Branching Out to Other Roguelikes
« on: February 28, 2013, 05:18 »
I might as well say what roguelikes i have tried and what i thought of them.

DoomRL:  My first and favourite roguelike (i found out about this because i thought it'd be silly if a game was both in the "doomclone" and "roguelike" genres).  The level generator is vastly superior to most other roguelikes i've tried, your deaths are almost never out of nowhere (kehehe levels can be an exception), and there is such a variety to challenge you can use.  I also like that there are unlocks, but they are light (can be achieved in under 10 games).  Advanced assemblies can be annoying (mostly just because you can't test through possible assemblies like you can with the basic assemblies).  Achievements set a nice standard for evaluating how challenging certain combinations are (Ultra Violent vs Angel of ____ on HMP).

Brogue:  This is my second favourite, i love both the graphical style and the fantastic level generator.  Although the genre is light on exploration as a theme, this game has done the best at keeping some sorta exploratory feel for the longest, before wearing down, mostly because it was well put together and because the levels change in style as you go deeper.  I've had trouble getting use to the game's mechanics, however, as i am terribly bad at brogue.

Tome4:  This is a roguelike i play a fair amount despite numberous problems with it.  What makes the game so interesting is the vast number of very well thought out and very interesting classes.   This makes learning the game just so you can learn these classes and get to try them seem worth the effort.  The removal of consumables is great for a game with regenerating health, and the lore is fairly well writen and interesting.
However, the game requires such an investment with any given character, and deaths are rarely easy to determine the cause of.  Parts of the game that are essentually vital to playing start off locked, and some classes got vastly more attention than others (either because of bugs like my favourite class, the paradox mage, or because of the creator's favoritism like archmage).  The community on the live chat that tome4 is so proud of is almost MOBA level bad.  Also, doing well requires you to know a lot of underexplained ideas, which really add up to frustration if you don't get outside help (and figuring them out is about as rewarding as learning a keybinding by trial and error).  Also, this game can't really decide whether it works like angband (lots of points into everything) or more like DoomRL/Diablo (skill trees split the class into various 'sub-classes')
All and all, great ideas, interesting game, execution needs work.

Gearhead:  I have difficulty getting this to work or knowing what to do.  Haven't taken a closer look at it.

Steamband:  I want to like this game, it is very flavorful, and the setting works well with general item based pseudomagic and miracle tonics of unknown effect.  But i don't have the patience for an Angband variant's interface.  I have gotten further here than in hengband though.

Hengband:  Like steamband except i am less intersted in it.  My friend's favourite roguelike, but i havn't gotten very far, though i havn't tried as hard as i could have.

Powder:  The style of game assumes you pick up and play with the normal character lasting 5 minutes, and a successful one lasting 15.  Apparently a lot of players like this style, i am not one of them.

RoguePlanet:  if the levels were shorter, this would be fun pick up and play maze game, but they drag on too long killing much of the appeal.

Desktop Dungeons:  I have played a lot of this, very fun roguelike if you like math (math the roguelike is an accurate description).  Gameplay revolves around figuring out what combination allows you to kill the most out of level monster possible.  The game feels in practice more like minesweeper than a roguelike.  However, i don't think i'd consider paying more than $5 for it, and they now want to charge $15 for it, so i don't care about the game anymore.

Spelunky:  This is the other game with a vaguely exploratory feel to it initially.  Fun adventure platformer, not really a roguelike outside of the randomly generated levels (and random maps don't seem special to strategy game players, as civilization, Age of Empires, and Sim City 2000 each use one).

The Binding of Issac:  Pretty fun action game, like the zelda 1 dungeons randomly generated.

Dungeons of Dreadmore:  I was really bored with this game after briefly playing it.  Also, the mouse controls being manditory was rather annoying.  I'm not willing to say it is not worth the $2 i paid for it as i will probably try it again later, but there isn't really a good hook to the game that i can see. 

Discussion / Re: Original IP roguelike for the Chaosforge?
« on: February 07, 2013, 15:19 »
to make it more interesting, lawyers almost never actually send cease and desist letters because they actually want the project to stop, instead they are usually sent enmass so that the company that owns the rights to an ip can claim they tried to protect it.  Generally, if you reply to a cease and desist letter requesting information, they won't bother replying.  If they don't, the company doesn't actually want you to stop (or at least they don't care if you do or not), they just want to protect their claim to ownership of the ip. 

Discussion / Re: Branching Out to Other Roguelikes
« on: February 07, 2013, 15:06 »
I'm not really asking chaosforgue fans because i want to play more chaos forge style games, but just because A:  you are easy to ask, and B:  this weeds out suggestions from players that HATE doomrl style games for whatever reason [while someone here giving suggestions may like something about doomrl that i don't care about, it more cuts down on people loving some aspect of a game that i'm bound to hate.]

So for suggestions, i'm open to anything, perhaps this could just be more a discussion of what people think of other roguelikes rather than a straight up recommendation page.  When it comes to being doomrl like, it is sorta hit and miss.  If it has aspects similar to doomrl, it may be great for a doomrl player, however it is also in danger of not being different enough, where you would play it and wonder "why don't i just play doomrl instead."

Brogue is my 2nd favourite that i've tried so far, and is definately the best at feeling like an exploration that i've tried so far (now that i think about it, good level generation algorhythms [doomrl, brogue] vs bad level generation algorhythms [hengband, any room and cooridor generation] has made or broke what little i've tried of what few games i've tried).

Discussion / Branching Out to Other Roguelikes
« on: February 05, 2013, 23:18 »
I was wondering what other DoomRL (and aliensRL, diabloRL, and Beserk!) fans would suggest for branching out to other games in the genre.  Note that i'm more considering it as a "must try" list, thus historically important roguelikes (like rogue) might be on the list.  Also, a brief description on what sets it apart would be helpful for sorting purposes.

Requests For Features / Re: Speed Powerup
« on: January 12, 2013, 23:32 »
the berzerk speed boost is just compensation for not being able to run.  And here the powerup allows doom guy to do something he could do in doom, but can't do in doomrl for balance reasons

Requests For Features / Speed Powerup
« on: January 10, 2013, 19:50 »
It seems unusual that doom guy, capable of moving 50MPH,. and easily runs more than 20MPH normally, can not move significantly faster than a former.  Thus i suggest a speed powerup (global or movement, not sure which, as that'd be subject to testing) that can be grabbed for awesome movement buffs for a while.  Considering we have invulnerability powerups in the game already, it has to be at least somewhat compairable in power, and is flavourful for doomguy.  Win all around!

Discussion / Re: Ascii Dreams 2013
« on: December 30, 2012, 17:43 »
for me, alien and aliens were siege movies, so making the game an assault game doesn't feel right to me, though enemies popping from the vents does help a little.  But hey, Aliens RL got rounded to 1%, not terrible considing you didn't promote the poll and that AliensRL has been a secondary (tertiary?) project for you.

The other game i supported, Brogue, did fairly well too (9th).  considering the collapse the other new comers to the top 10 had between 2011 and 2012, i think brogue did fairly well.

Discussion / Re: Ascii Dreams 2013
« on: December 30, 2012, 07:20 »
Ascii Dreams 2012 has ended, here are the results of the top games
TOME 1659
ADOM 1445
ADOM2 730
Dungeon Crawl SS 687
Dwarf Fortress 605
FTL 454
UnReal World 442
DoomRL 393
Brogue 349
Dungeons of Dreadmore 280
Sword of the Stars: Pit 180
Torchlight 2 175
Cataclysm 173
Binding of Isaac 150
Caves of Qud 138
X@COM 135
TomeNET 133
Sil 130

DoomRL has managed to more than double its number of votes, and move from last year's 9th place, to this year's 8th place!  Congradulations Kornel!

Interesting to note, the top 5 games includes 3 past winners, a classic, and the classic's direct sequal.  Perhaps the genre is getting somewhat static with the 2 newcomers not coming until 6th and 7th (then followed by past winner doomrl). So, the genre is just like every other genre now :P

Discussion / Ascii Dreams 2013
« on: December 24, 2012, 14:29 »
Let's get out the vote and get DoomRL up the list.  Currently it is in 7th place, after tome4, adom (the two that are dominating), Dungeon Crawl:  Stone Soup, Dwarf Fortress, Adom2, and FTL.
Interesting thing to note:  if adom wins this year, and doomrl passes FTL and ADOM2, the top 5 will all be former winners of ascii dreams.

Discussion / Re: The Best DoomRL Advice Ever!
« on: December 03, 2012, 11:15 »
Totally wrong. The correct advice would be:
To defeat Cybie, be sure to wait until he runs out of rockets.
i tried your advice, that does work better!, just make sure to stand still so you don't have to waste time waiting for the cybie to aim

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