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Messages - thelaptop

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2416
Discussion / Re: Help Wanted!
« on: December 06, 2009, 19:36 »
C++ Linux Programmer

Skills needed
  • good C++ skills
  • good knowledge of Linux environment

Responsible for
  • maintaining full Linux compatibility of Neko and managing the build system and Linux portability of Neko-based roguelikes

Difficulty : medium
Responsibility : medium
Time investment : medium


This, I can volunteer to help out with.  I mess around with Linux quite a fair bit, and while rusty, I'm sure my C++ is sufficiently potent to fight fires and things like that.

2417
Discussion / Re: Berserk, DiabloRL or AliensRL?
« on: December 06, 2009, 19:29 »
Topic bump, I need moar votes!

Can't you just sticky it?  =P

2418
I'd have to "nay" that, for the same reason as Specters -- they'd make you have to strain your eyes and watch carefully, not to get instakilled.

Though there's always one thing that bugs me a fair bit.  Why are we only using the foreground colours of the console?  Most "dumb" consoles give at least 8 background colours to use, which might be exploitable some how to highlight certain features?

2419
1) I do not like the idea of the crushing ceiling because you couldn't determine the "pattern of crushing".
If player moves one tile per 0,78 seconds and the ceiling drops down every one second and rises up every one second it means that the players' moves are completely unsynchronized with the "dropping" ceiling. You could see the ceiling rising and lowering, you decide it is time to step in and *BAM* you are crushed to death [;
However one time lowering ceiling would be great idea.

Nah, one second crushing ceilings are impossible -- vanilla Doom doesn't even have that.  It could be along the lines of 5 seconds or more from up to down and then 5 seconds from down to up again; no sense calling it a tactical diversity if the ceiling does not give time for it to be used.

2420
How exactly would you represent the ceiling at its different heights, though?

"Shadow" in the ground.  Remember those dots?  Well, they can start off white, become gray, and then when it is nearly down, all black.

2421
As for crushing cellings -> they is already some sort of this implemented as lava/acid. Seriouly, it's just a damager on a constant place. No serious difference with the lava/acid isn't precent.

I agree with you that it is a damager on a constant place, but the timing difference in which damage is applied is different.  If timed correctly, you can run through a crushing ceiling without taking damage while whichever thing is chasing you has an unfortunate encounter, but for acid/lava, you take damage all the time.

Like I said, just a variation on the tactics that can be used.  Terrain based tactics are probably as interesting as normal manoeuvring techniques based on traits.

2422
So there are two other things that don't seem to be incorporated into DoomRL that exists in vanilla Doom, namely keys+locked doors and crushing ceilings.

Keys+locked doors
So unlike some other rogue-likes, DoomRL doesn't have the concept of a locked door.  In vanilla doom, some doors/pillars were locked with one of the three "primary" keys/keycards (blue, yellow, red), where part of actually winning the game involved finding these keys to unlock the correct doors to progress.  Now, I think it might be a little silly to generate levels where one needs to find the correct coloured keys to open up the right doors in DoomRL, but it would be an interesting mechanic to have doors that can be locked and unlocked with keys.  Couple of reasons why this is a good idea: tactical advantage and giving more credence to "vaults" that are generated in the maps.

Having the ability to lock and unlock doors grant the advantage of being able to "lock out" the denizens, which can provides a boon (catch a breather from the rampaging demons) or a bane (surprise attack from locked up creatures).  This will of course provide yet another resource for management in addition to healing, mods, ammunition and power-ups, which can add more diversity to the game.

Of course, with the ability to lock/unlock doors, it becomes more interesting if we have destructible and non-destructible doors/walls.  Notice in vanilla Doom, doors are usually metal and can eat too much damage without getting blown to bits, as is the wall.  DoomRL is a little divergent with doors blastable by shotguns and walls destroyed by rockets, but it would be interesting if we had different classes of materials for the door and walls.  This will add on to the introduction of keys and provide more tactical diversity rather than just running and shooting blindly (okay, not so blindly).

Crushing Ceilings
Early players of vanilla Doom find that there are some levels where a moving ceiling will destroy them by crushing.  Some of the more advanced players capitalise on that and use it to kill cretins.  Adding crushing ceilings that do non-trivial amounts of damage in a fairly regular interval gives the player two important things: more tactical choices, and having a better sense of game time.

Ever been destroyed by a large Vile-pack because you didn't have enough firepower to take them on?  Having crushing ceilings make it tactically more exciting because one can lure mobs to special "kill" zones to help them win.  Note this is different from the kill lever that is already present -- kill levers need to be activated by hand, but crushing ceilings are completely regular in timing.

A sense of game timing is also a useful skill to have, since each discrete action taken by the player does not always correspond to the same amount of turns or in-game time.  By pegging the crushing ceilings to a regular period in-game, players need to pay more attention to using it to their tactical advantage, which gives them a deeper appreciation of the underlying mechanics of the game, and that makes them better players.

Alright, I wrote a lot.  Comments?

2423
Requests For Features / Re: Challenge modes ideas - old and new.
« on: December 06, 2009, 02:23 »
Angel of Phasing

Description: "Oh hell, now I can't even walk straight.  Shouldn't have quaffed that last bottle before charging the base..."

This challenge involves completing the game while having a rather bad case of "teleportitis".  Each second of game time taken has a high (> 50%) chance to be phasing, at the end of the second.  Modes like invulnerability and berserk can alleviate this a little by giving you normal control (no phasing) while the effects are in place; phasing and homing phasing devices will still work as intended.  Running will paradoxically reduce your chance of phasing ("you're moving fast enough that the dimension rifts are missing you"), but will not completely remove it.  Knock-back, when it occurs, will apply in the same direction after you phase if it is time to do so; AoE damage from some weapon attacks will occur in situ before the phase.  To compensate for the much higher chance of ending up in lava or acid, all boots have 150% durability on pick-up.  Getting either 100% kills on all difficulty levels or completing Nightmare! ought to count as a major achievement.

2424
Bug Reports / Re: Gun Kata and beretta, some pistol thoughts
« on: December 06, 2009, 02:13 »
Maybe one way to fix things like that would be to use a new "special" key for things that are not reloaded to firing/alt-firing or reloading.  At the very least, this will not confuse the semantics of the existing key actions.

2425
0.9.9.1 / Re: [0.9.9.1|M|100%|YAVP] Hail to the King!
« on: December 04, 2009, 02:02 »
It's very strange that in history you haven't the Gothic Boots listed...

And what are the meaning of the "1 1" in the messages section ? Is it related to the 0.9.9.1 or specific to the beta test ?
I believe it is specific to the beta.

2426
Requests For Features / Re: Colors. Again.
« on: December 03, 2009, 08:19 »
Actually, Karry, although you're ChaosForge #1 malcontent, I'll actually provide a solution for this in the next release ;-).
Server-only version requiring a good terminal emulator?  ;-)

2427
0.9.9 / [M|AoMr|MGK|85%|YAVP] First time winning AoMr!
« on: December 03, 2009, 01:50 »
--------------------------------------------------------------
 DoomRL (v.0.9.9) roguelike post-mortem character dump
--------------------------------------------------------------

 Igor Savin, level 9 Cacodemon Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 75486 turns and scored 74597 points.
 He played for 3 hours, 35 minutes and 5 seconds.
 He didn't like it too rough.

 He killed 389 out of 457 hellspawn. (85%)
 He was an Angel of Marksmanship!


 He saved himself 11 times.

-- Awards ----------------------------------------------------

  Grammaton Cleric Cross
  Aurora Medallion
  Marksman Bronze Badge
  Marksman Silver Badge
  Reaper Bronze Badge
  Reaper Silver Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ...........................................................
  ...........................................................
  ........###...............................................#
  ........###.........#.#...................................#
  ....................###...........................#.......#
  ....................###...........................#........
  .........................................###......#........
  ....................................###..###...............
  ..................###...............###..###...............
  ...........##.....###...............###|...................
  ..................###.........X.......|....................
  ......................................|}....###............
  ......###...................................###............
  ......###...................................###............
  ......###.............###..................................
  ......................#>#..................................
  ......................###..................................
  ...........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 50/50   Experience 30908/9
  ToHit Ranged +2  ToHit Melee +2  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Hellrunner       (Level 2)
    Son of a gun     (Level 3)
    Eagle Eye        (Level 1)
    Dualgunner       (Level 1)
    Dodgemaster      (Level 1)
    Gun Kata         (Level 1)

  SoG->SoG->DG->HR->HR->DM->MGK->SoG->EE->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   modified red armor [4/4] (173%) (B)
    [b] [ Weapon     ]   Anti-Freak Jackal (5d3) [6/6]
    [c] [ Boots      ]   protective boots [2/2] (85%)
    [d] [ Prepared   ]   Grammaton Cleric Beretta (1d8)x3 [4/18]

-- Inventory -------------------------------------------------

    [a] blue armor [2/2] (100%)
    [b] modified blue armor [4/4] (100%) (P)
    [c] modified blue armor [4/4] (65%) (P)
    [d] modified red armor [2/4] (34%) (A)
    [e] red armor [4/4] (100%)
    [f] modified red armor [4/4] (191%) (B)
    [g] Cybernetic Armor [8/8] (100%)
    [h] Necroarmor [6/6] (72%)
    [i] thermonuclear bomb
    [j] thermonuclear bomb
    [k] technical mod pack
    [l] AdvTech Weapon Pack

-- Kills -----------------------------------------------------

    70 former humans
    52 former sergeants
    10 former captains
    67 imps
    38 demons
    83 lost souls
    20 cacodemons
    8 barons of hell
    1 Cyberdemon
    9 hell knights
    2 arachnotrons
    7 former commandos
    7 pain elementals
    3 arch-viles
    10 mancubi
    2 revenants

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 9 he found the Grammaton Cleric Beretta!
  On level 11 he found the Anti-Freak Jackal!
  On level 13 he found the Necroarmor!
  On level 18 he found the Railgun!
  On level 20 he found the Cybernetic Armor!
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to escape from the Mortuary!
  On level 24 he found the AdvTech Weapon Pack!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 Fire -- Choose target...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon.
 You use a phase device. You feel yanked in an non-existing direction!
 You use a large med-pack. You feel fully healed.
 Fire -- Choose target...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The missile hits the Cyberdemon.
 Fire -- Choose target...
   The missile hits the Cyberdemon. The missile hits the Cyberdemon. The
 missile hits the Cyberdemon. The Cyberdemon dies. You feel
 relatively safe now. Congratulations! You defeated the Cyberdemon! Press

-- General ---------------------------------------------------

 Before him 21 brave souls have ventured into Phobos:
 18 of those were killed.
 1 of those was killed by something unknown.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 1 killed the bastard and survived.
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------
This was one helluva lucky run, with both Grammaton Cleric Beretta and Anti-Freak Jackal, plus entering level 25 with less than one hundred rounds of 10mm bullets.  Damn damn lucky run.  From level 20 onwards I was basically running out of ammunition, and was just killing a few things that stood in my way.  Homing phase devices were used liberally to get to the next level as quickly as possible so that I can shoot the cyberdemon to death.  Passed through the Mortuary to get some badges because I had a spare homing phase device.  Fight with cybie was mildly eventful, with phase devices being my way of surviving a fight with only two small med-kits and two large med-kits.  I was ready to nuke the level when I ran out of bullets to hit cybie with, but I lucked out.

Damn damn lucky run!

(=

2428
Requests For Features / Re: Demonic weapons
« on: December 02, 2009, 15:59 »
I'm not sure if a trait would be a great idea, however- unless they're common weapons you'd have no guarantee that the trait would ever become useful, and if they're powerful enough to warrant a health drain removing that drain would probably make them incredibly overpowered.
Time to introduce Grand Master Traits?  =P

2429
Requests For Features / Re: Demonic weapons
« on: December 01, 2009, 16:02 »
But of course, when we say "demon specific", do we refer to all cretins that are not human, or just things with "demon" in its name?  Specifically, do things not demon, cacodemon and cyberdemon count?

2430
0.9.9 / Re: [E|100%|YAAM] Training for AoMr!
« on: December 01, 2009, 16:00 »
Railgun is a variant of the Chaingun, so no Rails for Marksmen.
Hmmm, thanks for the information, raekuul.  I'll be sure to note that down somewhere.

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