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Messages - Tavana

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So I'm assuming you can turn the Permadeath option off, right?

Interesting choice of voicing the Marine! Voice actor seems a solid selection, I'll be looking forward to seeing how you're going to use that to expand the story/effect of the game.

Also, I'm super glad this is finally happening. The only other video in the ChaosForge YouTube channel is the JupiterHell teaser, and that was over three years ago. Well done!

AliensRL / Re: I love this game
« on: September 19, 2016, 07:53 »
Glad to hear you like it! I'm looking forward to Kornel getting back to AliensRL once he's made his millions off of Jupiter Hell. ;)

Announcements / Re: Jupiter Hell - Dev Talk #1 - Physics, part 1
« on: September 19, 2016, 07:51 »
Obviously full destruction is ideal, but I agree with the stretch goal idea for it. The procedurally generated deaths based on current pose certainly has a lot of possibilities - especially in a world where time might pass for those monsters between your firing and the rocket/shell/bullet hitting them. Will you also procedurally generate some aspects of their movements to keep things completely fresh?

The UED boxes are a nice touch. :P

Thanks for the update! It's nice to know that you're not building the entire engine. :D

Announcements / Re: New Jupiter Hell website!
« on: August 21, 2016, 20:46 »
Good to see some other D**mRL fans out there on the interwebs. I enjoyed reading their feedback and suggestions.

General Discussion / Re: Jupiter Hell - Status Update Oct 2015
« on: November 01, 2015, 10:24 »
Kornel is trying to get the Guiness World Record for the roguelike with the highest demands from a video card.

Discussion / Re: months into this game and can still barely win
« on: August 28, 2015, 18:11 »
If you're having that much trouble after all the advice, just type in IDDQD.

Requests For Features / Re: Console mode window size
« on: April 19, 2015, 10:34 »
Define "size of window".

Finally a challenge I can complete!

Code: [Select]
string SizeOfWindow;
SizeOfWindow = "bigger";

Seriously though, text size is probably your best bet.

That's my $0.02 on the subject, please excuse if it's difficult to read - tends to happen when I start writing a longer post.

All the blood in your alcohol system probably doesn't help, either.

AliensRL / Re: Can I have the source code to make some additions?
« on: November 11, 2013, 21:25 »
Hey there. It's awesome that you're interested in the game, and interested enough you'd like to help make some of the changes you've put forward.

There are a couple things about your request, though. As thelaptop mentioned, you're new here. Ask yourself how you'd feel if someone you'd never met came in and asked for the source code to a project you'd been working on for years to make changes and offshoots. AliensRL isn't finished by a longshot, which means there's still a vision (and a trac full of ideas) that Kornel has for it. If course I'm not saying your ideas aren't good ideas, or that they couldn't work in the game. It's just a big ask.

The other bit is that you've suggested lots of good things, but told us nothing. How well do you know PASCAL and the Valkyrie engine which Kornel has made to run this game? How are you with OO programming? What's your comment to code ratio? If you're going to make changes to code that you're suggesting could be reused by others, there are standards you would want to meet.

These are just a sample of some of the questions Kornel might have for you. I started out asking to help Kornel code DiabloRL, so it certainly might happen that you'd be given repository access. But I too would highly suggest taking it up with him in a private message.

Announcements / Re: Announcing: Jupiter Hell!
« on: October 12, 2013, 19:44 »
* Tavana breaks out of lurk momentarily

Chaos shall reign! And it shall be awesome!

Not to nitpick, but you spoke first of different AI, and then of a completely different story.

I agree that AI could be raised in harder difficulties - it would be a nice change to drop into a group that can pick you apart strategically with only four monsters instead of being dropped into 10+ monsters that cannot help but kill you due to their numbers.

As to the other things - the intro to the game specifically says that you're here some time after the invasion. I suppose that could be changed for different difficulties, but that seems a bit odd. A lot of people skip the intro now-a-days, so...

In the long run, if the AI is changed there will need to be a lot of pre-release testing for balance. I do agree that some of the small changes would be excellent - skipping over one tile of lava if they're smart enough and you're close enough, hanging around choke points for a limited period of time once they're aware of your presence - but I don't really agree with any of the larger changes you describe. They seem more like a module to be written by someone.

I believe the situation was that Kornel and John were on a panel together, and afterwards someone came up and asked John "Hey, have you heard of DoomRL?"

Announcements / Re: DiabloRL 0.5.0 RELEASED!
« on: May 23, 2013, 21:01 »
Same old, same old. Feasting on the brains of the living.

Announcements / Re: DiabloRL 0.5.0 RELEASED!
« on: May 21, 2013, 20:28 »
The beast awakens! Well done, guys.

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