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Topics - STL

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1
Pre-0.9.9 / Son of gun based character trial...
« on: July 05, 2006, 08:05 »
Here is the result:
--------------------------------------------------------------
 DoomRL (v.0.9.8 (WIN-S)) roguelike post-mortem character dump
--------------------------------------------------------------

 O'Neill, level 5 soldier, killed by a arachnotron
 on level 14 of the Phobos base.
 He survived 88510 turns and scored 20543 points.

 He killed 307 out of 309 hellspawn. (99%)
 He was a real killing machine...

 He stormed the Chained Court.

-- Statistics ------------------------------------------------

  Health -2/50   Experience 16613/5
  ToHit +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Tough as nails (Level 1)
    Son of a gun   (Level 3)
    Cateye         (Level 1)

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [ Weapon     ]   pistol (2d4) [0/6]
    [c] [ Boots      ]   plasteel boots [8/8] (100%)

-- Inventory -------------------------------------------------

    [a] blue armor [2/2] (90%)
    blue armor [2/2] (90%)
    [c] pistol (2d4) [0/6]
    [d] pistol (2d4) [6/6]
    [e] pistol (2d4) [6/6]
    [f] pistol (2d4) [6/6]
    [g] pistol (2d4) [0/6]
    [h] double shotgun (6d3)x2 [0/2]
    fastload rocket launcher (4d4) [1/1]
    [j] 10mm ammo (x66)
    [k] 10mm ammo (x100)
    [l] 10mm ammo (x100)
    [m] 10mm ammo (x100)
    [n] 10mm ammo (x100)
   
  • shotgun shell (x42)
[p] rocket (x8)
    [q] thermonuclear bomb

-- Kills -----------------------------------------------------

    62 former humans
    40 former human sergeants
    31 former human captains
    46 imps
    40 demons
    22 lost souls
    15 cacodemons
    10 hell knights
    5 arachnotrons
    4 former human commanders

-- History ---------------------------------------------------

 He started his journey on the suface of Phobos.
 On level 2 he battled through a maze of rooms.
 On level 3 he battled through a maze of rooms.
 On level 4 he battled through a maze of rooms.
 On level 5 he battled through a maze of rooms.
 He then stormed the Chained Court.
 On level 6 he battled through a maze of rooms.
 On level 7 he found a hellish city.
 On level 8 he battled through a maze of rooms.
 On level 9 he battled through a maze of rooms.
 On level 10 he battled through a maze of rooms.
 On level 11 he battled through a maze of rooms.
 On level 12 he found hellish caves.
 On level 13 he found a hellish city.
 On level 14 he battled through a maze of rooms.
 There finally he was killed by a arachnotron.

-- General ---------------------------------------------------

 Before him 10 brave souls have ventured into Phobos:
 10 of those were killed.

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

Actually the reson for death is the arachnotron that jumped behind a door while I was busy with forgetting to put on a blue armor (My only red got melted in previous battle.. Let's just say, it was the first level where I saw A's, and I wasn't a particularly lucky in my starting position.)

This is a stupid death, because, if I had my armor on, I'd survive the B$%#. It was "mortally wounded" when I fired another shot from my pistol into it's head. (Melee range rules with Arachnotrons).


Well mostly the tactic was sniping monsters, and I think pistol with 3*sog is a nice "sniper rifle". It has a damage comparable to chaingun, and uses a lot less ammunition. For survavibility purposes I carried one shotgun weapon, preferably double barrel, since pistol is not strong in close combat. Also a rocket launcher is a must for area effect. Even a single tough as nails improves survivability drastically.

With pistol a full health hell knight goes down with 3-4 clips (100-120 turns). Cacodemons go down in 2-3 clips.. A's go down in 3-4 clips, anything else takes a single clip at most.

2
Requests For Features / Rogue Like Doom or Doom Like Rogue?
« on: July 04, 2006, 06:36 »
First of all, congratulations... nice game...
Now my ideas,

Currently, I'd classify the game as rogue with doom music, doom monsters, doom-like items and doom-like sotry line.

I'd actualy prefer to have more Doom experience from the game. therefore I provide my feature requests accordingly:

1- The first reason "Doom is Doom" is the ambience. There are things going on around, like monsters teleporting, lights going out, walls coming down to reveal monsters behind... all of these happen when the player does something, step on some location, pick up something, open a door, kill a monster etc. appliation of these, although being easy to implement can improve the gameplay experience a lot. Here is a list of items related:
- Create monsters at certain locations when user gets to some location. (this should be fairly easy to implement)
- Open (or destroy if you will) certain walls (revealing some monsters) when user steps on some location (this is even easier, since you have the wall removal code available)
- Light sources.. that may go out, or maybe destroyed. (ok this may not be easy)
- Keys/locked doors, which may trigger events... (ok this, I admit, may be hard)
All of these add to the complexity of dungeon generation, but IMO it's still manageable.

2- The second reason "Doom is Doom" is that it's scary. Although doom 1/2 provides this by surprise, doom 3 is quite successful by it's graphic quality, and other traits. Since it's not possible to do much graphics, and element of surprise is covered in the previous item, I believe only the ancient scare tactics remain: unknown. In DoomRL monsters have a really low vision. Something that you do not see firing at you is scary. This is probably just changing some constants in the code. Also if the monsters did not see (or hear maybe) me, they do not need to be activated, they do not need to wander into acid or lava and kill themselves. Finally for this item, I'd like to see "Spectre"s running around :). They can be indicated by dark grey background... which on most screens is not distinguishable unless you pay attention.

3- Doom is action.. I think, it's not fair for player to choose between firing/reloading or moving... I'd implement that as: in each turn, either shoot/reload or walk. If you walked, you can also shoot/reload (thus ed your turn), but if you did shoot, your turn is over. If you walked, and try to walk again, your turn is over, monsters move, and after them, you'll walk in the direction you preferred. I believe it is more complicated than just taking turns, but I don't think it's not implementable. The creatures however, should just make a decision to either move or shoot (as in doom).

4- Rockets, fireballs, plasma rounds, lightning balls... these are not instant hit weapons. Fireballs and lightning balls are already quite messy, since they are area effective and can destroy walls. I'd implement projectile logic, where you can actually, and willingly dodge projectiles. You might say then what is the point if you can dodge them, and the answer lies in the doom 1/2... What they lack in power, they make up in numbers. How many of you consider one imp as a threat when you have a shotgun with 50 rounds and full health/armor? How many of you consider 40 imps as a threat in same condition? See my point?

5-Missions can be nice.. Like in Doom 3, to do this, do this first.. and this can be implemented in multiple levels.

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