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Messages - Derek

Pages: 1 ... 4 5 [6] 7 8
76
Requests For Features / Rooms!!!
« on: November 27, 2006, 18:58 »
One thing I would like to see in a new version of DoomRL is more interesting room designs... something other than square!  I love the special bloody rooms with the good items in them... and the rooms within a room.  Kornel, you (I think) mentioned the idea of having things like pillars and lamps at some point.  With graphics, we can also change the floor and ceiling tiles to make some (graphically) very interesting looking spaces.

So, unless Kornel has a problem with it, I'd like to get some discussion going about rooms and have people post their ideas!  Use the code tags to post your rooms:

To get started, I think at the very least some rooms with pillars to hide behind would be fun:

Code: [Select]
#########
#.......#
#.#.#.#.#
#.......#
+.......+
#.......#
#.#.#.#.#
#.......#
#########

Circular rooms:

Code: [Select]
  ####
 #....#
#......#
+......+
#......#
 #....#
  ####

Code: [Select]
  #+##
 #....#
#......#
#..##..+
+..##..#
#......#
 #....#
  ##+#

"Closets":

Code: [Select]
#######
#h#[#h#
#+#+#+#
#.....#
+.....+
#.....#
#######

Vaults (lever opens wall, like in City of Skulls):

Code: [Select]
########
#......#
#...####
#...#B|#
+.&.#|{#
#...#B|#
#...####
#......#
########

And here's a regular square room to grab for your own use:

Code: [Select]
########
#......#
#......#
#......#
#......#
#......#
#......#
########

DISCUSS!!!

(p.s. can we change the code font to like courier new or something?)

77
Announcements / Re: DoomRL 0.9.8.5 - Released!
« on: November 27, 2006, 18:18 »
Code: [Select]
You pull the lever... Nothing happens. There is a lever here.

 ###########################################
 #??????#=#???????????????#??????????????????????
 #??????#=#???????????????#i#i######c##/######/##
 #??????#=?>??????????????#====&===iic/??????????
 #??????#=????????????????#==========c#?????0?????
 #??????/=#???????????????#===i@======#???????????
 #??????#=#???????????????###############/#######+########
 #??????#=#????????%???%??/???????????????????????????????
 #0?????#=??????????•??•??#????????????????????????????????
 #??????#=#???????????????#????????????????????????????????
 #??????#=#???????????????#???????????%•??%•????????????????
 #??????#=????????????????#????????????????????????%•???????
 #??????#=#???????????????#?????????????????????????????????
 #??????#=#???????????????#????????????????????????????????
  ??????  #???????????????#????????????????????0???????????
          +???????????????+???????????????????????????????
          #???????????????#???????????????????????????????
          #???????????????+??????????????????????????????
          #???????????????  ????????????????????????????
          ###############            #################
 Derek                      Armor : none                     Phobos Base  Lev2
 Health: 24%  Exp:  1/49%   Weapon: shotgun (6d3) [1/1]
 coward

Lever spawning enemies in the wall (see the two imps and the demon above me)?  Also, I'm so screwed...

Also, a typo, this time in the equipment menu: "coresponding" -> "corresponding"

Also, a request: Escape key skips the intro completely. :)

Another typo noticed (Hell's Arena): "Hell''s arena champion" -> "Hell's Arena Champion" (double apostrophe and capitalization)

Sorry, I should have caught these earlier, but when I played before I was a bit rushed and was also rather tired...

78
Announcements / Re: DoomRL 0.9.8.5 - Released!
« on: November 26, 2006, 17:54 »
Congrats, Kornel! :D

Would you like me to make a post about it on The Independent Gaming Source?

79
Discussion / Re: Next Project?
« on: November 25, 2006, 03:25 »
I think that DiabloRL is the least interesting of all your projects. Please, work on it only after everything else has been finished. ;)

I have to agree... I'd much rather see you work on an original property, like your traditional dungeon crawl.  Diablo is already so close to being a roguelike, too, isn't it?

80
Forum / Re: Avatars
« on: November 21, 2006, 22:10 »
64x64:


80x80:


Please?

81
Requests For Features / Re: Railgun
« on: November 21, 2006, 21:54 »
I think the Railgun would be kind of superfluous (along with being unDoomish).  The fun from the railgun in Quake is being able to aim  and the satisfaction from scoring a hit.  That feeling would be lost in a turn-based game, imo.

82
Discussion / Re: Next Project?
« on: November 21, 2006, 21:51 »
A traditional dungeon crawl by you would be sweet!

And yeah, just to save myself the energy of asking you the same question over and over again, I'm basically down to do tiles for any of your games that you'd like to have graphical versions for.  Just let me know, man!

Would be especially nice to work on something that didn't have to be based on another artist's work. :)

83
Discussion / Re: Next Project?
« on: November 21, 2006, 14:11 »
Ah, okay.  I understand that!  God, I totally understand...

I'm just super anxious to see the next release, of course.

84
Discussion / Re: Next Project?
« on: November 21, 2006, 13:55 »
I say get DoomRL out before you start anything else... it's so close to being finished!  It'll make you legendary with its release!  And yeah, I kinda want to see the graphical tile version, too (hehe).

But yeah, get it over with and then you can spend all your time on whatever you want. :)

85
Berserk! / Berserk Manga AMV
« on: November 08, 2006, 11:59 »
http://www.derekyu.com/images/local/guts.gif
Berserk pixel art.  I'm hooked on this manga now. :)

86
Berserk! / Berserk Manga AMV
« on: October 30, 2006, 07:05 »
I've always been intrigued by Berserk, but never got a hold of a copy.  Looks absolutely brutal! :D

I liked the video, although at times I wished it would slow down so I could see the sweet monsters.

87
Berserk! / Berserk 7DRL - FINAL
« on: October 25, 2006, 13:53 »
Let me know if you ever want graphics for this new masterpiece. ;)

And if you want me to mention the game on The Independent Gaming Source! :D

89
Requests For Features / Idea: Arena Mode
« on: October 05, 2006, 03:31 »
Quoting: Kornel Kisielewicz
Hah, I did that one time -- I did DoomRL Arena as my AI project :-P. But that would have to be redone anyway :/. And it IS a large scope project :/


It seems like the AI wouldn't have to be TOO much smarter than your average monster AI.  Just more of an emphasis on grabbing weapons and better inventory management.  With maybe some variables to define each marine's personality (preferred weapons, fighing style, etc.).  These could be set randomly.

But it's probably a can of worms not worth opening at this point. :)

90
Requests For Features / Idea: Arena Mode
« on: October 03, 2006, 03:53 »
Awesome! :D

Thomas, I like your ideas for different arenas, although a few of them are too similar for my taste (AK/Hardcore and Endurance/Death). :)

Maybe replace those two with "Deathmatch Arenas" that mimic real Doom multiplayer?  That is, instead of fighting hordes of monsters, you're fighting against a handful of Doom marines just like you.

Everyone starts out the same, with a pistol and a green armor, and you run for weapons and ammo (that regenerate).  Get the most number of frags in a given amount of time!

Another idea!  Co-op is always super fun... now, it would really mess up the rhythm of the normal game, but could be perfect for Arena modes.  I would call it "Two Versus Many" or something like that.  Essentially it is you and one other Doom marine against the hordes.  It'd be nice to finally have someone on your side for once!

The AI could check if you're low on health and drop a health pack for you, blast enemies that are threatening you, or otherwise just help you out.  He could also ask YOU for help...

Former human sargeant shoots.  Kornel is hit! Kornel says "Help, I need some cover fire over here!"



Another possibility is Team Deathmatch (2 v 2 or 4 v 4).

I don't know, this is probably going overboard.  It would be fun, though. :)

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