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Messages - thelaptop

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2416
Bug Reports / Re: Floor tiles are confusing me
« on: December 08, 2009, 18:55 »
I tried using both xterm and gnome-terminal, and the result was the same.
Curiously, what distribution are you using?  I've tested it on Xubuntu using both xfce4-terminal and xterm and things were fine.  Maybe you were missing some option to support UTF-8 or some other encoding for your console?

(I know that the issue has been resolved -- but I think it is more of a workaround than a complete solution.)

2417
Bug Reports / Re: Floor tiles are confusing me
« on: December 07, 2009, 19:58 »
You might need to provide more details.  For example, are you using xterm, or the gnome-terminal, or something else to display the game?  Are you using the default doomrl.ini file that is provided?

2418
Discussion / Re: Berserk, DiabloRL or AliensRL?
« on: December 07, 2009, 17:16 »
And i'm used to my Zed (am I using that right, anyone who's british?) being in Berzerk.
Zed's fine.

2419
Discussion / Re: Berserk, DiabloRL or AliensRL?
« on: December 07, 2009, 01:16 »
Could you open the poll so you can change your vote, Kornel?
I think it is.  You might need to remove the vote and recast it I think.

2420
Discussion / Re: Berserk, DiabloRL or AliensRL?
« on: December 06, 2009, 23:26 »
You might be interested in this post on the blog:

http://blog.chaosforge.org/articles/36/aliensrl-berserk-or-diablorl
Dang... the God Hand has spoken.  >.<

2421
Discussion / Re: Berserk, DiabloRL or AliensRL?
« on: December 06, 2009, 21:56 »
To add six classes, skills, a lot of spells, massive number of quests, huge amounts of magical items and enemies plus the amount of playtesting needed to make everything work means this is a really big project and god knows how long it'd take to finish. Definitely not suited for a "playground".
I think Kornel is basing this on the first Diablo game, which is more rogue-like than we might imagine.

(=

2422
Discussion / Re: Berserk, DiabloRL or AliensRL?
« on: December 06, 2009, 21:10 »
I want a better version of DiabloRL. The game itself is already a roguelike-lite, but I wouldn't mind if it was made as close as possible so I don't have to pay for Diablo ¬_¬
Ya bum... isn't it dirt cheap now?  =P

2423
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.

2424
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

2425
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?

2426
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.

2427
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.

2428
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.

2429
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?

2430
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.

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