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Messages - Aerton

Pages: 1 [2] 3 4 ... 13
16
Requests For Features / Re: Reaction time
« on: December 23, 2007, 03:07 »
Can't you blast the door with a shotgun from a distance? No precioussss would be destroyed this way.

good wooden coffin.
I guess, UAC uses zinc.

17
Off Topic / Re: MMOR by the ADoM team?
« on: December 22, 2007, 02:43 »
Every online roguelike I see only strengthens the opinion that it is not a good idea.

18
Requests For Features / Re: Challenge modes ideas - old and new.
« on: December 14, 2007, 11:04 »
Whoever said that bones have to be something major or ground braking? If there was a chance that a puny little former human with a pistol would just be named Former DaEezT it would be worth a chuckle to me.Just a little fun, that's all.

If only they could inherit the AI...
Imagine being ambushed by a bunch of Former Blades

19
Requests For Features / Re: Challenge modes ideas - old and new.
« on: December 10, 2007, 08:11 »
Hey, Angel of Bones needs more votes!
I like it the most. But, admittably, it also seems to be the hardest one to implement.

20
Discussion / Re: Request for Ideas : 2D combat in space
« on: November 30, 2007, 07:56 »
even people with access to all areas know little for now.

Access to all areas? Hm, how about trying the torture chamber?

21
Discussion / Re: DooM 2D
« on: November 07, 2007, 06:10 »

22
Discussion / Re: DooM 2D
« on: November 06, 2007, 10:10 »
A great game, indeed. Too much time spent deathmatching.

I even had my own network multiplayer clone. Functional, but unfinished. Too bad, the website is gone now.

23
Requests For Features / Re: Enemies fight with each other
« on: October 15, 2007, 08:36 »
4. Monsters of one type, except all types of former humans and souls, do not fight each other. For example, you can't see fighting of two cacodemons.
Monsters could not be hurt by the same type of monster weapon as they use with an exception of bullets.

In DRL it would be much easier to provoke in-fights than the original.
And it would be way too easy to abuse unless AI is changed accordingly.

24
Discussion / Re: Scariest Hellknight moment?
« on: October 04, 2007, 11:38 »
One with a BFG? that's nothing! Once one of these bastards dropped thermie on me, used phase device and run down the stairs!

25
Here follows a somewhat free translation from Russian of the article posted at http://www.animemagazine.ru/52.06/games_01.php by drugon.
To be honest, the translation is not terribly accurate, and some parts may sound wierd. But then some part sound wierd in the original too.
In some parts I do not agree with the author and think he is mistaken, but no attempt was made to correct them.


fist part is a general talk and was skipped


Forge of Chaos

This sound name belongs to a serie of projects developed by comrade Kornel. His name became known among the roguelike developers due to the famous DoomRL. While the idea to create a roleplaying game based on Doom is not new (there is an official DOOM RPG game for mobiles looking more like a turn-based Wolfenstein 3D), it was the first attempt to translate a 3D shooter game into a roguelike. But Kornel tried... and succeeded. The resulting roguelike RPG turned to be rather playable and I can recommend it even to the newbies [in the roguelike genre] as it has a simple UI that does not require to memorize hundreds of commands.
From the Forge of Chaos also emerged DiabloRL and AliensRL. Unfortunately, they are underdeveloped, but still playable. So, here we come to the most interesting part, a roguelike based on the well known manga and anime Berserk.


The crimson bloodiness covers the world before your sight

The first thing I'm going to tell you is that the game has no scenario connections to anime or manga. The gameplay is all that Kornel had offered to us. It reminds of these games where a player kills on left and right while a heart pounds in his chest. The most famous game of the kind is Crimsonland. Although, Berserk is an RPG and while it's a little bit primitivistic, it holds true the name of the genre.
The player assumes a role of berserk, a mighty warrior in possession of multiple deadly things in his arsenal. Semi-automatic crossbow with 12 arrows in its magazine can fire 3 of them at once. Throwing knives. Bombs. A portable cannon (if you hadn't seen Berserk yet, do not take a blank look upon me, you just do not know where it is hidden). Fairy dust that heals the most grave wounds instantly. And, of course, a loyal two-handed sword of immense size. Having such a kit, it is possible to slay dozens, if not hundreds of foes left and right and you will be doing just that.
The game has two modes: endless and massacre. The former provides you with eight points to increase your stats, a choice to learn one of the skills, 48 arrows, 6 throwing knives, 2 cannon loads, 2 bombs and 2 sacks of fairy dust. Your goal is to stay alive through the night and kill all monsters coming to the picnic. Upon completion, you are granted with 1 stat point, ammo resupply and partial healing. Next is a march to the next night raid on one of 3 locations chosen randomly where even more monsters are waiting. Some of them live in all terrains, while some other are unique to one location. And repeat this until the poor berserk is ripped to pieces.
The second mode provides 14 stat points, a choice of location, 3 skills, 72 arrows, 10 knives, 3 cannon balls, 3 bombs and 3 fairy dusts. This time the night never ends, you fight until the end.
Some of the features are very interesting. I personally had never seen them before, but author admits they were borrowed from "Genrogue combat system". In particular, a limit of energy lever. Although, stamina would be a more accurate word. E.g. to run from an enemy it makes sense to switch to run mode that makes your every step consume energy. Something similar could be seen in Revenant. Another feature is a level of pain. When the player get hit, not only he loses HP, but also assumes a level of pain equal to the strength of the strike. When the level is above 2, it is strongly recommended to fall back and wait for the pain to fade because it makes him miss, weakens his blows and fail to defend himself.
It is worth to mention the berserk condition. If there were none, the game would not deserve its name. The red HP bar gradually become filled with purple. As soon it meets the current HP mark, the character falls into berserk rage. Although, sometimes the player himself becomes so excited, that he becomes berserk as well. It lasts as long as purple meets the end or until the player uses fairy dust. In thins state the character is harder to hit, his attacks becomes more accurate and strikes more powerful.
To show that character feels worse the lower he is on health, the vision range starts to decrease at some point. It makes things notably more difficult as it prevents you from knowing what is going on in the close vicinity.
While the game process may appear to be simplistic, Berserk! is still a roguelike and it means every step should be thought and actions weighted or it may turn to be the last step.


What's our life - a war?

Sad, but for now it's a war and a war only. Kornel promises to improve the game and add a campaign mode and that gives live to a hope that there will be a scenario connection [to the movie]. But even if there will be no new version (and to help the cause, ask the author via email and support the man), even now the game is capable to sink an evening or two and provide with a lot of fun to Berserk fans as well as to roguelike lovers. At the very lest to these, who like both.

26
Bug Reports / Re: Red Dots of Doom
« on: August 13, 2007, 22:48 »
Try playing fullscreen

27
Now only DoomRL and Dwarf Fortress defend the current roguelike scene.

Rogue, NetHack, Angband, Omega and others do not count?

Although the deletion trend is quite troubling...

28
Actually, I complained about it in this topic and so it was implemented. :)

Mea culpa. I hadn't played recently so was unaware of the fix...

29
I don't understand what you mean about the autorun not working on the first level.

The first level is covered by some red tiles instead of the usual floor and run stops there instantly. Or did the tentacles fix it in last version?

30
I think most people aren't aware of the run command because it doesn't work on the first level. I imagine them trying it there, getting a failure and immediately discarding it from further use as non-functional.

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