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Messages - torch

Pages: 1 [2]
16
Discussion / Re: StarWarsRL
« on: January 07, 2008, 03:05 »
That screenshot looks very cool indeed.  I hope it inspires someone! 

17
Discussion / Re: StarWarsRL
« on: December 31, 2007, 09:34 »
Darth Vader looks at you. Darth Vader clenches his hand in a fist! You're choking! You're choking! You're choking! You're choking! You die...

Darth Vader says "I am your father!".  You are stunned and miserable!  You are stunned and miserable!  You are stunned and miserable!  Darth Vader takes you over to the dark side.  You win! 

18
What he said was, he does not have the time to work on ALIENS RL and in october when he does have time he wants to focus it on working on his other projects so,  ALIENS RL will be basicly dead thats why he plans to release the source code so people can keep working on it if they want.

Hmmm...this is very interesting.  I have recently finished writing an engine test for a zombie survival game (not RL, just single player squad turn based strategy with graphics, action points etc.).  I kept thinking that the game would be more interesting with the Aliens universe.  I didn't want to though, because I have a lot of respect for people like Kornel and felt that there would be an element of toe-stepping going on. 

However, if he feels that he has done his bit I am tempted to adapt my game.  After all, zombies have been done to death ;) . 

I must think some more. 

19
Discussion / Re: Request for Ideas : 2D combat in space
« on: July 09, 2007, 05:58 »
First off, I haven't got the time to read this whole thread so my apologies if the topic has move too far from the original request or if anyone else has already suggested this. 

I have had a lot of fun with this 2D space combat, although you control a small squad of ships, I always got more enjoyment out of building one huge ship and doing everything myself.  The "turn based" style of plotting your next move and which missiles to fire, then playing out the next few seconds of action, then back to the thinking about the next move is tense and loads of fun. 

http://www.windowsgames.co.uk/critical.html

20
Discussion / Re: Everybody's Free to Develop Roguelikes!
« on: April 05, 2007, 01:35 »
I'm not developing a rogue like personally, but thank you because your words are very inspirational. 

I would add that any time spent coding is time well spent if it is your career choice, I have learned things at home that have boosted my output in the office. 

21
Discussion / Re: An idea for a roguelike (wishful thinking)
« on: April 04, 2007, 08:26 »
I didn't like the way the urban warfare map seemed skewed in a pseudo topdown isometric viewpoint that made pressing the down button (for example) move the character to the left every few steps.  Not sure what the developer was trying to achieve with that. 

I gave up after a couple of games. 

22
AliensRL / Re: Gameplay & Mechanics
« on: March 29, 2007, 06:22 »
Save/Load is on the future feature list, I just hadn't had the time to implement it in the 7DAY period.

Hooray and I quite understand that putting that much effort in on a 7 day development would have had a serious impact on what you put into the gameplay. 

23
AliensRL / Re: Gameplay & Mechanics
« on: March 29, 2007, 01:45 »
Unless I am missing something, can we have a save option please?  I enjoy fighting my way through the levels but only during my coffee breaks which isn't enough time to finish a whole game. 

I appreciate there is a lot to save / reload as each level has to be written out to the file, plus all the items and the aliens. 

What are the chances please? 

24
AliensRL / Re: Bugs, Chages & New Features
« on: March 23, 2007, 08:39 »
Regarding clips, that'd be nice and it'll make sense, but would reloading before emptying the current magazine waste the leftover ammo?

You could drop the rest of the ammo on the floor and then the player has the option to pick it up when they next get a chance.  Seems realistic, but I'm not sure it would add much to the gameplay. 

How about the player can slap in a new clip - v.fast, but waste leftover rounds in old clip OR eject current clip and push in individual rounds then slap it back in - v.slow but no wastage. 

25
AliensRL / Re: AliensRL 7DRL PLUS released!
« on: March 22, 2007, 02:47 »
The elevator looks like this:

===
===
===


It is really damn hard to miss those especially, since you see them even if you didn't enter the room it is in. So either you got buggy map generation, or you missed a part of the level.

It looks darker than that in the game (to my eyes anyway).  I also take the point that there are only 16 colours.  I shall adjust my monitor accordingly. 

Interesting discussion points about the motion tracker.  Finding that balance will be a challenge.  Perhaps the player has to start looking for batteries or recharge points to keep using it.  Three goes per one battery, something like that. 

On another note, a colleague looked over my shoulder yesterday lunch time and couldn't understand why I was playing a game made of ascii characters.  Poor deluded fellow. 

26
AliensRL / Re: AliensRL 7DRL PLUS released!
« on: March 21, 2007, 07:26 »
Are there any plans for a motion tracker of sorts? 

My initial design would be a turn on or off flag, double the move cost (character is looking at display as well as moving).  Sees through walls based on character's technical and / or perception skills. 

Then you could have the peep peep noise each time you take a step forward. 

On a different note, could the lifts be a bit lighter in colour please. 

Everything else is great fun.  I look forward to new releases! 

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