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Messages - Derek

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Discussion / Re: Discussion on game development
« on: June 22, 2007, 19:37 »
P.S. Kornel has gigantic, brass balls and the fact that he hasn't bant us all for heresy is a testament to his greatness as a man. ;)

Discussion / Re: Discussion on game development
« on: June 22, 2007, 19:36 »
I have no idea how good of a coder he is. He's keen on gamedesign, thats obvious. Somehow i just cant see roguelikes as a pinnacle of coding...
Actually roguelikes are a quite challenging thing to code, especially in the randomness department. Coding a RPG/Shooter/Strategy is much easier :/.

The pinnacle of coding?  If you're talking about the "pinnacle" of coding and discussing genres, you've already hurt whatever argument you're going to make afterwards.  A good coder, like any other discipline, is someone who can take the job placed before him/her and get it done efficiently, regardless of what the job is.

Kornel has accomplished an incredible feat in that he has made multiple Roguelikes, all of which are extremely playable.  He obviously has a keen eye for game design and whether or not he's John Carmack as a programmer, he gets the job done.  They are extremely enviable traits that not many people have... the power to be creative and also the ability to create.  Not only that, but he does so alone.

I don't mean to disrespect Kornel's work, but DoomRL isn't by far as stable as you're saying. There's been a lot of improvement, but the game used to crash on many occasions.

Wow, software that crashes before it reaches v1.0?  Incredible! ;)

Honestly, show some respect for the author of the games you play on his own forum and do not question his skill as a programmer when it's completely irrelevant.  Working with a big company you have the security of being on a team and being anonymous... if the game is bad or runs poorly you can blame it on somebody else.  Kornel, on the other hand, is making public personal work of his that he worked on alone and he does not have that kind of security.  Don't take advantage of it by insulting him and his work.

And I'm stepping into this discussion/flamewar rather late, so if I've said anything that's already been said, I apologize. ;)

*ducks back into hole*

Discussion / Re: Everybody's Free to Develop Roguelikes!
« on: May 01, 2007, 16:33 »
Actually it was a joke. I was suggesting the your NetHack skills were more important than your other skills.

However, once explained, the joke ceases to be funny. :(

That actually made me laugh out loud. :D

AliensRL / Re: First Victory- anywhere!
« on: April 10, 2007, 23:02 »
It's the graveyard, aka a screencap of where you were when you died. ;)

Discussion / Re: Everybody's Free to Develop Roguelikes!
« on: April 04, 2007, 17:21 »
Very nice!  Kornel, would you mind reposting this (or letting me repost it) on the TIGSource Forums?

Requests For Features / Re: Comments from a New Player
« on: March 28, 2007, 15:23 »
Derek, cool to see that you're still here despite being a celebrity now :).

Yes, I do, as I told you before the plan now is:
1) release the next public release of DoomRL
2) implement graphics in Berserk! (and possibly release it if the tileset will be complete ;>)
3) implement graphics in DoomRL

Haha, I don't know about being a celebrity.  But even if I were on the cover of PC Gamer, I would still have great interest in this project. ;)

1) Yay!
2) Of course the tileset will be complete.  Just send me your instructions when you're ready. :D
3) Double yay!

This kind of stuff would be cool, but it needs to be more randomized and/or generalized, imo.

i.e., reading this:

You shoot the imp on the forehead. It stands a moment, squinting its eyes to see its forehead, fails and falls.

Once would be cool.  Twice would be strange.  Reading that 20+ times would feel very fake indeed.

Requests For Features / Re: Comments from a New Player
« on: March 28, 2007, 14:45 »
Are you working on DoomRL once again, Kornel?! :D

Discussion / Re: special stages meaning?
« on: February 02, 2007, 20:17 »
You blew up the real prize inside. :(

I always felt that the explosions should be tweaked a little so that it's not so easy to blow something up on the other side of a wall.  A few others expressed this interest, also, I think.

You could have just moved the farthest-right barrel down a space, then moved around it and gotten the item there that way.

Unless of course there's an item in the left corner that you can't see thanks to all the barrels.. there's no way to get over there.

I think those are Cacos, not barrels.

Berserk! / Re: Endless/Massacre : Request for Ideas
« on: January 17, 2007, 09:27 »
Alright, I haven't played the latest release (only watched the replay), but I want to get my thoughts down before I crumble into a heap on the floor of my room... perhaps some of these ideas are already in the game... if so, please ignore!

1. Movement - One of the fun things about RL's is the exploration, and since this game really has none, giving the player more movement options is a must, imo.  Guts is really a tank, but even he moves around quite a bit in the manga.  It'd be nice to be able to perform jumps... perhaps if you have a tree or wall on one side of you you can use it to propel yourself over your enemies?  Especially if you put in Griffin and some of the more agile characters.  That I think would add a tactical edge to the game that most roguelikes don't have.

2. Goals - New levels, skills, stats, etc., are all good ways to make the player feel like they are accomplishing something.  But there isn't a "final prize" in BerserkRL other than survival.  And in a way, that's very true to the manga (and it's called Endless Mode, after all).  But as a game, it's always nice to feel like you're working toward a bigger goal.  One way to solve the conflict is to perhaps have special areas that have tougher monsters, or even "boss monsters."  Maybe every few levels you arrive at a "destination" and fight a super tough version of one of the regular monsters with a name, and when you beat them, you are told you have "liberated" the area and saved some lives.  That would give the player a feeling of accomplishment and make them want to continue on to the next boss.

3. Friends? - In the manga people are always tagging along with Guts and getting themselves killed, but many times saving his life in the process.  Maybe having some NPC's to help you fight (and ultimately get killed) could be fun and drive some excitement.  They should be extremely volatile... easily killed by monsters or by you (accidentally?).  Generally they would be cannon fodder, but perhaps an experienced player could use them to his/her advantage...

Alright, time to die for another night (day?)...

Berserk! / Re: Berserk! 0.8 - Release Candidate 3
« on: January 17, 2007, 08:57 »
How do you view the recordings? :\

I want to live vicariously!


Nightmare! / Re: [N!Win] Nightmare! see me in it's Nightmare!s
« on: January 11, 2007, 18:36 »
You sick bastard.

But you still haven't won on I'm Too Young too Die!  HA!

Requests For Features / Postmortem: Last Sight You Ever Saw
« on: January 08, 2007, 05:10 »
It'd be fun to include the dungeon map (as it looked when you died) to the postmortem.  Got the idea from Getix's "Swarmed by Arachnotrons" thread... read the thread title and just wondered how many arachs there were. :)

What do people think?  Would that be a cool addition?  At the bottom of the postmortem.

*takes out Adv Bfg*


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