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Messages - Glowie

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16
Berserk! / Ideas and Suggestions For the Next Version of Berserk!
« on: November 02, 2006, 18:58 »
Quoting: Kornel Kisielewicz
BTW, maybe I should decrease knife throwing time to make it more popular?

I don't think this is necessary. Knives are very good at the moment, but I think there should be a bit more of them. I mean, you can shoot more than twenty times with the crossbow, but only have five knives. That's a bit unbalanced. I use up my knives before anything else, but I often die before I manage to use all my bolts. I suggest you decrease the amount of bolts and increase the amount of knives. I noticed that in the manga Guts' knife belt is a bit shorter than I originally thought, but then again, he doesn't shoot 72 bolts per fight either. But this is only my opinion.


Oh, and there's a neat, exploitable bug in the current version. After you lose half of your hp (berserking becomes enabled), you can bump into obstacles or the border lines to regenerate rage without consuming time. This equals full time berserking!

17
Berserk! / trouble downloading windows binary
« on: October 31, 2006, 19:34 »
I don't get any errors when I click the link. Maybe you should try again?

18
Berserk! / Berserk Manga AMV
« on: October 30, 2006, 07:35 »
Thanks for sharing this! The AMV is very well done and shows Berserk's bests sides if you ask me. That is, Guts berserking through monsters and Puck (the little elf/fairy in the very end) showing his -______- faces.

And the music?
Now Playing: Dark Tranquillity - Lost to Apathy.
Gotta love Dark Tranquillity ;)

19
Berserk! / Highest Berserk Killcount
« on: October 29, 2006, 10:27 »
I decided to try a willpower based character, and it just rocks! You're berserking more than half of the time and you have 100% energy all the time, which means you can run and sweep everything all the time! I found this energy feature after killing about 100 monsters, but I'm not very far from Fingerzam's record.

Code: [Select]
---- Berserk! (DAY 7) Post Mortem of Glo ----
  STR: 13  DEX: 12  END: 10  WIL: 24
  Speed: 107  HP: 0/100  EN: 170/170  Weight: 10
  Base damage: 2d6+4  Weight: 10
---- Weapons left ----
  Cannon (0/1)  Crossbow (0/3)
---- Kills (446) ----
  57 bulldemons
  300 beasts
  21 mandagores
  10 nightmares
  54 hunters
  4 monsters
---- Achievements ----
  Fought on                : Forest
  Max kills in one turn    : 3
  Longest killing sequence : 6 kills in 5 turns.
  Survived for             : 1775 turns
  Reason of death          : killed by a hunter




By the way, knives are hunter killers while you're in berserk.

20
Berserk! / Berserk advancement, levels and gameplay
« on: October 21, 2006, 10:49 »
You know your limits better than we do, but if you have enough time I'd say go for the second option.

The campaign mode seems to be a bit too large for a 7DRL especially because you had your birthday.

The massacre isn't a bad option either, 7DRLs aren't meant to have a long replay value like normal roguelikes (it's 7 days after all!). Plus, don't underestimate the "just one more game, I'm sure I can slaughter a few more monsters!".

These phases and restocking sound fun, but I think you shouldn't create a final phase. This keeps the feeling of despair, "there is no hope". I think this option is good fun and not too large to create.

But as I said, if you don't feel like coding or don't have enough time, go for the massacre and you'll have a fun little bloodshed 7DRL finished. You can always extend the game later if you want. :)

21
Berserk! / Berserk 7DRL - DAY 4
« on: October 20, 2006, 21:53 »
Okay here comes. First the things you're most interested in:

-The only balance issue I can think of is the Nightmare/Mandagore critical hits. You just CAN'T survive those. The normal hits are almost unbalanced too, but at least those aren't instant killers.

-The average length of the game is just perfect if you ask me. You can make it long if you are striving for a new record and want to be perfect, or very quick if you're just looking for a bloodshed.

-The most commond reason of death depends on how you play. Either it's a hit by a Nightmare/Mandagore or just because you run out of supplies (=you get surrounded and then they eat your testicles)

-Most annoying things... Are there annoying things? I'm not sure. The only thing that bugs me is those DARN criticals by Ns and Ms.

-Danger level of monsters? Oh my, I'm sure you just CAN'T guess this one. Beasts: easy. Bulls: just perfect. Mandagores: easy when they don't get to hit you (=you hit&run them and hope that there isn't a horde of beasts behind you). Nightmares: the same as Mandagores. And then there are the critical strikes... I'll leave space for your imagination here.

-Usability of items. This differs a lot. I think bombs and cannons are extremely good at slaughtering masses of enemies, which makes them very useful. Fairy dust is of course the most vital part of your inventory hands down. Then knives and the crossbow. I like the crossbow even though it's not a cold blooded killer weapon, I'm not sure how useful it is, but I'm perfectly happy with it. Knives on the other hand aren't that useful. If you ask me, they should do much more damage and you should have more knives (I remember Guts having a long belt o' knives). That would make them a nice finishing weapon.

-----------------------------------------------------------------------------
 

Then my own comments.

I found a beautiful bug. When I used the cannon, it asked me the direction. I decided that I don't need it, pressed esc and it went BOOM! Boom means that it crashed.

Sweep isn't 1) accurate enough OR 2) deadly enough. Hitting the monsters without sweep feels more useful than sweeping them. Maybe you should increase either 1 or 2 or both (and probably increase the energy cost too).

Nightmares and Mandagores hit too hard. Did I say that already?

Another small bug, this time with crossbow. I noticed that the bolts don't spread if I target it in front of myself (and the monster is further away in the same place in the X or Y axis as I am). I'm not sure if you can fix this, but this isn't a major problem. I'll draw a small picture:

@X.............M

@=me
X=targeted spot
.=bloody floor
M=a darn Mandagore

While testing the crossbow a bit more, I found that I can hit monsters outside of my sight range, kill them and receive the "You kill the beast!" message, though I didn't see the beast.

And the last minor bug. I can't hit monsters that are in the border line of the screen. I shouldn't be able to walk there, but I think I should be able to hit monsters that are there.


Most of the bugs I found are minor and if you don't have much time, you can ignore them. And remember that these are only my testing results.

Anyway, so far so good. Good luck & Happy birthday! :)

Edit: Oh and I LOVE the cannon effect!

22
Announcements / Official DoomRL IRC channel opened!
« on: May 05, 2006, 18:49 »
Quoting: Kornel Kisielewicz
Duh, what's the point tough -- if DoomRL had a nag screen encouraging you to register it for a small fee would you also try to crack it? :-/


If I could fully play it, I wouldn't bother with my skills. But some think that cracking stuff, for example mIRC, is fun. The extra five seconds one must wait before getting on #DoomRL is pure agony!

23
Announcements / Official DoomRL IRC channel opened!
« on: May 05, 2006, 17:18 »
Quoting: Santiago Zapata
Did he mean 'crack it' or 'download a crack and use it'?? :p



That depends entirely on your skill. I heard that mIRC is easily crackable. ;)

24
Announcements / Official DoomRL IRC channel opened!
« on: April 25, 2006, 15:32 »
Quoting: Anticheese
A question about it though - Will it stop working in 29 days time?


mIRC won't stop working after the 30 day "trial" period. It just asks you to register it after those 30 days pass, but it works completely. If you don't like the "please register now!", you can register it or crack it :>

25
Discussion / 75% Offtopic - Roguelike development and Vault
« on: March 28, 2006, 19:31 »
First you should learn a language well enough to use it in a roguelike project. Then just suck all necessary information from the newsgroups, roguelikedevelopment.org and the wide web. And don't forget to design it REALLY well! :)

Of course the thing you should do next depends on your situation, if you don't know any languages you should start by fetching a book and start teaching yourself, if you really want to do this. Believe me, it's much bigger task than you could ever imagine ;)

I think that idea of yours could work but I also think that it would require EXTREMELY much work if you are planning to do more than 2 game genres.

All new roguelike programmers should be welcomed with joy, have fun and good luck with your goal! :)

26
Discussion / DoomRL programming crisis
« on: March 28, 2006, 19:22 »
Poor Kornel :(

That's a way too usual problem with roguelikes. They are so easy to start without much planning, then expand and expand. Without a good design it's pure dog food in moments. I hope my partly spaghetti code will sustain and be released in summer.

I guess most players would like to see a new release as soon as possible. I assume you'd like to get it nice and stable too. Then just think which is the better way and which you like. Don't let our opinions affect you too much, after all you are the one who will do the dirty work. Or flip a coin ;)

Could you release the current version you have on your computer with all the bug fixes and balance changes, considering it's stable enough and then start rewriting please? :)

I hope you have enough strength to complete this nasty task. Good luck with it!

27
Quoting: Derek

Just out of curiosity, is there a "fastwalk" command? Sometimes it can be a bit annoying to have to walk across an entire level (after you've cleared it out). You either have to hold down the move key and risk getting reamed by the one or two enemies you missed, or tap 50 times in a row. ;)

There is, but it's not in the manual. I found it accidentally when I was trying to pick up things with ',' command like in many roguelikes.
That should answer the question: the command is ,

28
Discussion / Doom the Movie
« on: February 15, 2006, 17:46 »
Quoting: Anticheese
Imps dont breath fire, They throw it.

Ah yeah sorry about that. I confirmed it and you were correct. I always thought that imps somehow shoot from their mouth/breathe it. The old Doom 1/2 graphics are misleading. :)

29
Off Topic / Programming
« on: February 10, 2006, 16:23 »
I have a feeling that there are surprisingly many programmers in here compared to the size of this community. Maybe we could get some minor discussion here? :)

I have programmed about three years. I started with C++ and I'm still using it. At the moment I have one "serious" project, which is *surprise, surprise* a roguelike. Though I'm keeping it pretty hidden at the moment because I'm a slow developer (I've got many other things to do too). That means the game won't be released very soon. This is my first real project so I can't show anything now.

Maybe you other programmers would like to tell something about your projects, skills and stuff? :)

30
Requests For Features / Adding LOH (Line Of Hearing)
« on: January 05, 2006, 16:31 »
I think the ? sign appearing on the screen wouldn't be that bad if implemented correctly. A new command for listening: every time you use it there would be a certain chance to hear something (and there could be talents to improve this skill). You couldn't always hear anything or sometimes only partially so the ? wouldn't be on the exact spot of the enemy.

This skill would be pretty valuable on the later levels. Sneaking past enemies, attacking only one at a time and such if your ammo/health kit amount is low.

And the manually targeting monsters out of line of sight wouldn't be a problem. I think I heard somewhere that Kornel is going to delete that feature (damn!). Though this isn't 100% sure, I just recall hearing about it.

Also roguelikes usually don't have sounds so I think it would be good to have non-sound hearing system too. I often listen to music when playing DoomRL so I don't hear the sounds always :)

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