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Messages - Patashu

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My thoughts on the subject:

I've been playing a lot of Dungeon Crawl: Stone Soup lately because of how fun and straightforward it is to play, yet in spite of all the time it saves you wandering around the dungeon exploring safely and preventing you from doing stupid suicidal things like walking into zot traps and lava, you can still get into incredibly tough situations and really need to think about how you can best get out of this situation - and as a result, you have to think about what you take with you and what skills you train first. Streamlining the trivial and the mundane of DC:SS means getting to these kinds of situations more often as a proportion of time spent playing, and I like that.

In addition, DC:SS lets you customize its default behaviour, to do things like:
-Arbitrarily many messages/regexes can be configured to force a --More-- (meaning you have to press enter before any further actions will be considered by the game). For instance, I've forced it to wait when I try to cast a spell and no monsters are in range, preventing the 'attempt to cast and walk to where I wanted to cast' degenerate behaviour. Since every spell has a different circular range, you'll inevitably get it wrong.
-Arbitrarily many messages/regexes can be configured to not interrupt running/resting.
-You can make it so some items are automatically inscribed to not be used without a prompt, e.g. so you don't use a scroll of blinking by mistake.
-You can set a 'low hp warning' or 'low mana warning' to appear at whatever % of maximum you like, and whenever either drops below that to force --More--.

Such 'safety mechanisms' are ESPECIALLY important when you play Dungeon Crawl: Stone Soup online (as I always do), since latency means it would take forever if you had to stop and rescan the screen after -every- move. Of course, you should build a good mental picture of what's going to happen next, but it's also good to know that you won't accidentally kill yourself by playing a few moves ahead. (By the way, is there a DoomRL online server?)

A DC:SS inspired safety features package for DoomRL would look something like the following:
-Messages in the command prompt whenever one or more monsters come into LOS for the first time, indicating what their names are as well.
-A key like o for autoexplore. In crawl, autoexplore repeatedly moves to the nearest accessible unexplored tile, stopping every time something 'interesting' comes into view (like a staircase, or an item category on your 'stops autoexplore' list). In addition, if a monster is in view, it stops and won't do anything if you press it again. (It also says due to what monster(s) it won't continue moving for.)
-Shift+dir for running. In crawl, running makes you move repeatedly in that direction until you come into an intersection or are standing on top of something interesting. Like autoexplore, it will stop and not do anything if a monster is in view, making this another way to move around safely. In other games like angband, running can be configured to automatically go around bends in corridors and skip corners.
-A key like X, which makes a detached cursor you can move over the map through walls. If you hit enter with it over any known tile, it will make your character beeline towards that tile, going around hazards and stopping if any monsters come into view. In addition, if you hit the character of a glyph while in X mode, it selects the nearest instance of that glyph (e.g. > for stairs) and, if there's more than one instance of it, hitting it more times will cycle through all instances from clostest to furthest away.
-The ability to match regexes on any line of output (and certain other conditions, e.g. taking X amount of damage / going below X hp / invincibility or berzerk wearing off...) and force the player to acknowledge the new condition by hitting 'enter' before new input will be recognized.
-When doing any long action that makes you vulnerable, halt the player if any monster comes into view, and ask for y/n confirmation if a monster is in view at the start of it.
-Force a --More-- prompt if you're hammering r and a monster comes into view.
-Ask the player for y/n confirmation if you are currently not in acid/lava and attempt to walk into acid/lava (and you will take some damage from it).
-And possibly some more things I haven't thought of! But if you don't think a game like this could ever work/be difficult, try DC:SS at http://tiles.crawl.develz.org ;)

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Requests For Features / Re: The dropped item melts!
« on: May 01, 2011, 01:58 »
ISTR Kornel saying on a past occasion that he had no intention of fixing the case where drops go through walls.
Couldn't it easily be solved by doing a raytrace?

3
Requests For Features / Re: The Horrible Ideas Thread
« on: May 01, 2011, 01:55 »
Yeah, it is more of an achievement, I just think it's hilarious to think of a doomguy's judgement lapsing, waltzing right up to a boss and punching him a few times :P

Corollary to angel of explodium + indestructible items - how about explosive items?

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Requests For Features / Re: The Horrible Ideas Thread
« on: April 30, 2011, 02:41 »
The sequel to DoomRL is announced to be DoomIRL. Permadeath takes on a whole new meaning and the graphics have never been more ultra realistic.  Unfortunately the game could not be made turn based, citing 'inability to manipulate the fabric of spacetime'. Space flight and Doomguy suit included in the $1,000,000 dollar package.

Trash Medals. Awarded for doing extremely foolish and downright shameful things.

Turd on a Stick - Awarded when getting killed on dlvl1 at itytd or hntr.
Big Red Button trophy - Awarded for getting killed as a result of pulling the wrong lever in a state of Denmark level. "They told me I shouldn't press that nice juicy looking button, but I just HAD to do it... :("
Avarice medal - Awarded for getting killed with over 5 large meds in your inventory.
Molten tin soldier - Awarded for getting severly hurt or killed as a result of aiming a rev launcher or bfg10k at a square just next to you, with the intention of just shooting in a certain direction.
Golden bomb belt - Awarded for killing yourself with a nuke or angel arm on a level other than 25 and 26 without invunerability.

More Trash Medals:
Headshotted: 98%+ damage received in one turn
Headshotted Twice: 198%+ damage received in one turn
Cause and Effect: Shot a barrel right next to you
Cause and Effect Redux: Shot a barrel right next to you, and was also in range of 2 other barrels next to you
Poor Route Planning: Envirosuit runs out while surrounded on all tiles by lava and/or acid
Cocky: Die while berzerked
Almost Doesn't Count: Die with a consumable or powerup on the ground 0-1 tiles from you
Almost Doesn't Count Redux: Die 1 tile from a megasphere
Listen To Yourself: pull a lever marked as 'harmful' by intuition
Because You Can: Punch every boss with your fists.

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Requests For Features / Re: The Horrible Ideas Thread
« on: November 10, 2010, 16:51 »
How about an imp who has to infiltrate a Marine Base, instead of the other way around?

6
Requests For Features / Re: Challenge modes ideas - old and new.
« on: October 21, 2010, 18:56 »
While RNG chooses your traits it never can be easier than normal challenge.

Angel of Wall-Hugging
You're the wall-hugger. Literaly. While you're not near the wall and there are enemies on the screen, you receive 7 damage every action. But while you're near the wall you get +1 to defence. You always start near the wall.

How about 1 damage instead of 7? It's still going to discourage you and thus achieve the purpose of the challenge, but not be a killer.

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Requests For Features / Re: Challenge modes ideas - old and new.
« on: September 15, 2010, 02:50 »
When modding comes in, it should be possible to swap Angels in and out via pieces of LUA code. :D

Angel of Detonation:
Corpses explode ala regular barrels.

Angel of Low Friction:
Hell froze over! Unless you're next to something big and solid you can hang onto (barrel, wall, lever) you automatically move in the last direction you moved in, including when you took a completely different action.
Shooting your weapon will make you start moving in the direction opposite your attack.

Angel of Solipsism:
As a fervent believer of the philosophy that nothing exists outside of your consciousness, you find yourself incapable of dealing damage to an enemy outside of your LOS, but that won't stop them from hurting you!

Angel of Xorn:
The Legions of Hell will even burrow through walls if it gets them to you faster!

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Discussion / Re: What are the most common abuses of DoomRL?
« on: September 07, 2010, 20:53 »
For gift dropping a good fix could be that they only pick up items that were originally spawned in the level, make them "blind" to the new appearing items that weren't generated along side with the level.
Not sure if possible to script though.
Sounds easy enough. Just have a flag for every item on the level indicating whether it was dropped or originally there.

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