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32
Off Topic / Re: [Game] Three-word story (a forum game classic)
« on: May 15, 2011, 11:16 »
However, while the
33
Requests For Features / Re: Ammo. Now packed!
« on: May 13, 2011, 10:03 »
Would be more comfortable if you were able to directly load your gun from these things, rather than unloading-loading them.
34
AliensRL / Re: Make AliensRL More Awesome
« on: May 08, 2011, 10:37 »
I know that using different plot tricks it is possible to achieve a little bit of horror atmosphere, but any other things just won't work. As I've said, there is no point in making the game harder - player will just stop playing it, feeling rather cheated than scared. And also the 'turn-basedness' still remains the key factor here. When the player will encounter scary monster, he will stop for a minute, thinking about all possibilities, and choose the best one, not just simply run away scared. Thus, there is no point in throwing tough, but beatable encounters on the player. Why? Because roguelike players are more used to patiently wait and kill everything, rather than synchronize his thoughts with the ''@' sign that he's saving' ones. It's absolutely true what you've said about the need to show the player that he's really in danger, not in the safety of his chair, but in the roguelike it's harder than anywhere else. Probably even impossible.
I possibly exaggerated things by saying that it's impossible to create a horror roguelike, but the point remains the same - by just making the game harder you won't achieve anything. And also, with the text you provided I can say that we badly need plot in the game.
I possibly exaggerated things by saying that it's impossible to create a horror roguelike, but the point remains the same - by just making the game harder you won't achieve anything. And also, with the text you provided I can say that we badly need plot in the game.
35
AliensRL / Re: Make AliensRL More Awesome
« on: May 08, 2011, 09:30 »
I just want to state that no roguelike can be a horror game, since the core element, the tension is plain impossible to implement there. Because of randomness, after a few runs you'll be ready to any type of ambush, and because of the fact that it's turn-based, you can think a lot and decide what's the best solution, making ambush not much different from an ordinary encounter. Making ambush harder will only make the game harder, but won't add neither tension, nor any other horror element. And also, horror type games usually play on your imagination, forcing you to believe that you're constantly in danger. But roguelikes already use your imagination just to show what's happening, and no sane person will imagine something terrible.
So, to sum up, there is a big difference between making the game harder and making the game more fearsome. Most of the suggestions just make the game imbalanced, the rest are quite good, but have already been suggested.
So, to sum up, there is a big difference between making the game harder and making the game more fearsome. Most of the suggestions just make the game imbalanced, the rest are quite good, but have already been suggested.
37
Discussion / Re: FireflyRL
« on: May 08, 2011, 03:05 »
Well... I would like to know what it would be like.
38
Off Topic / Re: [Game] Three-word story (a forum game classic)
« on: May 06, 2011, 00:46 »
at the poor
39
Requests For Features / Re: Assembly Screen Highlighting
« on: May 06, 2011, 00:45 »
From what I can think that even if it showed you the full arsenal of assemblies, it would not be unbalanced, it would just make grinding less painful. But if that would be really unbalanced, then yes.
40
Requests For Features / Re: Assembly Screen Highlighting
« on: May 05, 2011, 11:17 »
Also it would be nice to have choices which lead to assembly highlighted while modding. For example:
You use a technical mod pack. Modify weapon, armor or boots?
(Escape to cancel) [abw]
###################
#..................
#...................
#...................
#......##.##........
#......##.##.......
####+#####..................
#........#...........0.....
#.######.#...0.##...0...
#.#....#.#.....##.......
==#....#.#.............
=@#....#=#..........%..
#.#..../======........
#.#....#.===========>=
#.#....#.#....========
#.#....#.+...........
#.#....#.#...0.......
#.######.#..........
#.. ..#..........
### ############
57 Armor : none
Health: 82% Exp: 1/52% Weapon: pistol (2d4) [6/6]
cautious Phobos Base Lev1
Here, game suggests me that I can apply a technical mod to my pistol to make a Speedloader one.
You use a technical mod pack. Modify weapon, armor or boots?
(Escape to cancel) [abw]
###################
#..................
#...................
#...................
#......##.##........
#......##.##.......
####+#####..................
#........#...........0.....
#.######.#...0.##...0...
#.#....#.#.....##.......
==#....#.#.............
=@#....#=#..........%..
#.#..../======........
#.#....#.===========>=
#.#....#.#....========
#.#....#.+...........
#.#....#.#...0.......
#.######.#..........
#.. ..#..........
### ############
57 Armor : none
Health: 82% Exp: 1/52% Weapon: pistol (2d4) [6/6]
cautious Phobos Base Lev1
Here, game suggests me that I can apply a technical mod to my pistol to make a Speedloader one.
41
Requests For Features / Re: New level event ideas
« on: May 05, 2011, 00:11 »
I'm sure this one was suggested, but
This level used to be a warehouse
A whole level is a single room full of crates.
You feel being watched
You can see every monster's position as if you had Int2. Same to monsters.
You sense a struggle here long ago
A level consists of single room in the middle, where you start. There also are 4 guns and 2 stacks of ammo for each. Room has 4 doors. Level has a big amount of mosters.
This level used to be a warehouse
A whole level is a single room full of crates.
You feel being watched
You can see every monster's position as if you had Int2. Same to monsters.
You sense a struggle here long ago
A level consists of single room in the middle, where you start. There also are 4 guns and 2 stacks of ammo for each. Room has 4 doors. Level has a big amount of mosters.
42
Off Topic / Re: Now Playing: ...
« on: May 03, 2011, 14:04 »
Symfomania - ??????? ? ????????????? ?????
Translation: Symfomania - The Ballad of Old Rus Warrior
Translation: Symfomania - The Ballad of Old Rus Warrior
43
Bug Reports / Re: [0.9.9.2 linux] Bug? Got Major Icarus Cross but not Minor Icarus Cross
« on: April 28, 2011, 15:30 »
Duplicate of this I suppose
44
Graveyard / Re: Deathwatch IC
« on: April 22, 2011, 07:42 »
Rezmiel notices where Sophia is looking and goes to grab grav-chutes. After he picks them up, he turns to the team, waiting for the response.
45
Requests For Features / Re: A way to know what challenge/difficulty the game is
« on: April 21, 2011, 09:29 »
Seconded.