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Messages - Derek

Pages: 1 ... 5 6 [7] 8
91
Requests For Features / Idea: Arena Mode
« on: September 29, 2006, 23:21 »
Maybe you already had this idea but it might be fun to have an unlockable Arena Mode where you are put in an area like Hell's Arena and you keep fighting until you die.  Every "round" more/harder monsters come in (along with weapons and health pickups).  The arena could change every five rounds or so to keep things fresh (I imagine after a few rounds you'd just have a big rectangle from all the explosions).

The stats you got could be kept as a score in your player profile, separate from the normal game.

This would also give you a chance to try and get as many traits as possible together (since the regular game is limited in the number of monsters you face)... create the ultimate warrior!

92
Discussion / I found the best DOOM website ever...
« on: September 26, 2006, 07:36 »
False advertising?  I think it's just a fan-made page!  A funny one, at that.

93
Discussion / I found the best DOOM website ever...
« on: September 25, 2006, 23:48 »
http://www2.gol.com/users/yadoran/gamer/doom/index.htm

The arachnotron seriously cracks me up! :)

94
Discussion / Wolf RL?
« on: September 12, 2006, 20:46 »
Holy crap, and Aliens RL would be awesome! :O

95
Announcements / Beta Testers forum open
« on: September 07, 2006, 13:17 »
Can I be one? :)

96
Requests For Features / Graphs for DooM Roguelike
« on: July 09, 2006, 09:34 »
Just popping in to say that I still check the forums and am ready to do graphics whenever they're needed. :-)

97
Requests For Features / lighting and sight
« on: April 12, 2006, 17:18 »
Quoting: jimmyj
Come on.

Have you any idea how confusing it would be to be under attach and have the suspect to be a empty space?


Ha ha... hey, just expressing my (possibly very wrong) opinion. ;)

Well, in the original game, it's pretty obvious once the spectre's on your ass - you could make him always visible when he's adjacent to you and flicker otherwise.

98
Requests For Features / lighting and sight
« on: April 11, 2006, 12:19 »
I think this is actually a pretty cool idea!  As long as it's not overused.  To have a few turns of light followed by a few turns of dark would be pretty intense.

Regarding the spectre, perhaps it could be handled similarly.  The monster could appear for a few steps, and then disappear for a few steps...

99
Discussion / DoomRL programming crisis
« on: April 01, 2006, 05:17 »
Personally, I think you should just keep slapping more hacks onto your current codebase, rather than rewriting the game from scratch.  A rewrite just doesn't seem worth it for a game that's already totally playable and more or less bug-free.

Save the energy for another game. :)

And by the way, I don't know if you received my e-mail, but just let me know when you are starting on graphics and tell me what to do.

100
Just out of curiosity, is there a "fastwalk" command?  Sometimes it can be a bit annoying to have to walk across an entire level (after you've cleared it out).  You either have to hold down the move key and risk getting reamed by the one or two enemies you missed, or tap 50 times in a row. ;)

101
Requests For Features / Graphs for DooM Roguelike
« on: February 26, 2006, 03:15 »
Yeah, I think saving tiles for 1.0.0 would be good.  It just seems like the perfect way to cap the game off. :)

Plus that will get 0.9.9 out the door faster and give us more time to make the graphics perfect!

Quoting: Kornel Kisielewicz
That's a good point actually. Either we would need a generic "corpse" tile (like it is now) or different corpses for different monsters. I will need to implement different corpses gameplaywise anyway, when the Arch-vile will be added ;-).


Yes, Arch-vile!  I think different corpses for different monsters would be the best.  Although maybe a generic "gibbed" corpse (those probably wouldn't be able to be resurrected, right?).

Quoting: My Title
Team Artist


Whoohoo!

102
Requests For Features / Graphs for DooM Roguelike
« on: February 24, 2006, 23:26 »
Thanks, everyone!

Quoting: Kornel Kisielewicz
That's my favourite sprite you created for DoomRL as yet :-D.


Awesome! :)

Quoting: Kornel Kisielewicz
The only problem with the sprite is that it doesn't have a shadow (like others do). Yet on the small space it's hard to present his full shadom :-/


I left the shadow out because I wasn't sure whether we were eventually going to include them with the sprite or perhaps use a separate image.  The reason we would separate them is if we wanted the shadow to change color with the floor.  (e.g. when you are standing over slime, the shadow would be greenish to match.)  Of course, if the shadow is dark enough (black?) then it wouldn't make a difference what kind of floor you were standing on.

Also, I was curious what format you wanted the sprites to be in.  I know you don't need them yet, but I thought I might as well start converting them now if I need to.  PNGs with alpha-transparent background?  Do you want each sprite separate or on a big sheet?  Could put all the variations of the Doom marine on one sprite sheet, maybe...

103
Requests For Features / Graphs for DooM Roguelike
« on: February 24, 2006, 11:12 »
Ladies and gentlemen... the Cyberdemon.



And here's what he might look like in-game:

http://www.slutbear.com/temp/mock2.png

What do you think?  Is it too big?  His tile is 48 x 48 instead of the usual 32 x 32.

Quoting: Kornel Kisielewicz
Also, all of you need to remember, that once tiles will come into play, I will surely redesign the lighting code, so it supports various degrees of lighting. That means that tiles will be "darkened" dynamicaly with distance.


That'll be great! :)

104
Announcements / DoomRL in Computer Games Magazine
« on: February 24, 2006, 02:35 »
That's great news, Kornel!  Congratulations! :)

105
Requests For Features / Graphs for DooM Roguelike
« on: February 22, 2006, 23:57 »
Hey guys!  Really glad you dig the sprites.

@Santiago: Great mockup!  I definitely like what you did there with the floors, although I think the characters and walls are a *bit* too dark.

I'll maybe do a test Spider Mastermind or something in the next few days and see how you guys like it.  Hopefully he should look pretty badass. :)

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