Chaosforge Forum

Other Roguelikes => AliensRL => Topic started by: Kornel Kisielewicz on March 19, 2007, 13:57

Title: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 19, 2007, 13:57
After playing the game (finaly had time for that :) ) I noticed several imbalances, and the need for two features (Danger Level and Look Mode with alien wound information), so I quickly prepared a 7DRL PLUS version. Also, there was no readme.txt with credit and future development information (which somehow dissapeared the last release :/). The new version can be downloaded from the game's website:

http://alien.chaosforge.org/

Also, the first reports showed me, that people had misunderstood a little on how the game's supposed to be played. You're NOT expected to explore every level. Focus on the mission objective, and only gather the neccessary items for it. In this version the complex get's more dangerous over time to support this idea.

Changes:

Have fun and post your mortems :D
Title: Re: AliensRL 7DRL PLUS released!
Post by: DaEezT on March 19, 2007, 14:11
yay \o/
Title: Re: AliensRL 7DRL PLUS released!
Post by: Anticheese on March 19, 2007, 14:57
Neat!

What will we see in ARL++?
Title: Re: AliensRL 7DRL PLUS released!
Post by: Karry on March 19, 2007, 15:55
Quote
You're NOT expected to
explore every level. Focus on the mission objective, and only gather the
neccessary items for it.

Its kinda self-contradicting. You're not expected to explore, but you're expected to find items by means of - yes, exploring. And since the doors cant be closed anymore, the amount of items found before death will be much smaller...
Go to level 8 he says...i havent seen any elevators, and have no idea where they can be. I just wander aimlessly, to some radiation place, and whatnot, the purpose of the level layout is pretty unclear to me.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Malek Deneith on March 19, 2007, 16:14
Quote
And since the doors cant be closed anymore
They CAN be closed but not when an alien is standing on the door.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 19, 2007, 17:43
Its kinda self-contradicting. You're not expected to explore, but you're expected to find items by means of - yes, exploring. And since the doors cant be closed anymore, the amount of items found before death will be much smaller...
Explore only so much as you need to find the neccessary items. Like, "If you're low on medkits, go to the Medical Tower" etc. Storage Tower is a good source of civilian ammo (9mm/.44/12g), Military Tower for military ammo and the only place where the power ammo is. There are many rules like that that you can notice.

Go to level 8 he says...i havent seen any elevators, and have no idea where they can be. I just wander aimlessly, to some radiation place, and whatnot, the purpose of the level layout is pretty unclear to me.
I don't know what's your problem, the game is pretty easy, at least 3 people finished it, myself included (and that is a surprise, cause I suck at roguelikes, even my own), so the difficulty level is not too high. Elevators look like this "="  -- it's in the manual ;]. And they are usualy among those rooms. But I have a hunch that you will not enjoy the game no matter how much I help you, so I'll stop here ;].
Title: Re: AliensRL 7DRL PLUS released!
Post by: Anticheese on March 19, 2007, 18:40
Bug of the day: Sound effects stop in mid swing whenever you pick up something.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Karry on March 20, 2007, 00:24
Quote
I don't know what's your problem, the game is pretty easy, at least 3 people finished it, myself included (and that is a surprise, cause I suck at roguelikes, even my own), so the difficulty level is not too high.
The mere fact that the game is finishable doesnt make the game interesting. For me its just pointless roaming, nothing more.
Title: Re: AliensRL 7DRL PLUS released!
Post by: BDR on March 20, 2007, 00:43
One thing that bothers me just a bit is that in the Civilian Tower I tend to find a LOT of pistols but the ammo is evenly divided between the three sidearms, making it difficult to really get started as a scout trying to build up a reserve of ammo by relying on his advanced sidearm skills to conserve shots.  Unless it's just a level 1 thing...  But then, what bugs me the most about all these pistols lying around is the lack of Unload!  I really, really miss this, especially since I can't seem to find enough bullets to build up a reserve. T_T
Title: Re: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 20, 2007, 05:07
The mere fact that the game is finishable doesnt make the game interesting. For me its just pointless roaming, nothing more.
They didn't create ADOM in 7 days y'know.

But then, what bugs me the most about all these pistols lying around is the lack of Unload!
Don't worry, they're all empty :). Note that when you pickup a weapon you DON'T get ammo. And whe you drop a weapon, you get all ammo back to your pool.

Quote
I really, really miss this, especially since I can't seem to find enough bullets to build up a reserve. T_T
Try the storage tower for 9mm ammo. And use the MP5 less and the pistol more.
Title: Re: AliensRL 7DRL PLUS released!
Post by: TFoN on March 20, 2007, 06:36
I just played the game - congratulations, it has plenty of potential. I really like the way it's going.

My only real problem is that my second game, out of the 2 I've played so far, crashed very suddenly as I was racing up an explored room. This means I also raced through the error messages.
I kept a back-up of the post-crash game, in case there's any debug tool I'm unaware of.

Regarding the game itself, sidearms seem quite superior to the main weapon, at least as far as I've played. There's nearly no ammo waste and the Colt comes into play early, bringing most foes down very quickly. It's very annoying, however, having to trace down one of the first pistol (I forgot its name) once .44 runs out, knowing what a small object it is, real-life. Any chance of adding a "secondary sidearm" slot?
Title: Re: AliensRL 7DRL PLUS released!
Post by: DaEezT on March 20, 2007, 11:25
Any chance of adding a "secondary sidearm" slot?
Nope :D
Title: Re: AliensRL 7DRL PLUS released!
Post by: Schluberlubs on March 20, 2007, 11:53
Having both the 9mm pistol and Colt .44 on you at the same time would be too useful and misbalance the game, i guess.
Title: Re: AliensRL 7DRL PLUS released!
Post by: DaEezT on March 20, 2007, 12:02
And it would imbalance the sidearm skill.
There are only three sidearms in the game right now anyway.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Anticheese on March 20, 2007, 12:55
The MP5 is waay too weak to be considered as a proper weapon in my books. Can it be changed to be that little bit more accurate?
Title: Re: AliensRL 7DRL PLUS released!
Post by: Zephyre Syx on March 20, 2007, 12:57
Give me a reason...to kill.








Besides surviving.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 20, 2007, 13:01
Give me a reason...to kill.

Besides surviving.
1. Get to level 8 of Main Tower
2. Kill Queen
3. Escape
4. Post mortem here xD
Title: Re: AliensRL 7DRL PLUS released!
Post by: TFoN on March 20, 2007, 14:00
And it would imbalance the sidearm skill.
There are only three sidearms in the game right now anyway.
Point taken. I'll bring this up again if it becomes relevant in the future.

The MP5 is waay too weak to be considered as a proper weapon in my books. Can it be changed to be that little bit more accurate?
Agreed entirely. I think one thing to make it more useful could be to have it fire less bullets per skill level. Many shots are often wasted, and if you aren't properly trained with sidearms, swapping weapon can be lethal. Running out of bullets' also lethal. At the moment, my sidearm's my top gun, even after I find a better main weapon (CmbtSGs're sweeet B) ).

I may be judging too early, however, as I haven't gotten too far. The game keeps crashing (3 out of 4 games). I'm getting the feeling it's something with the turn count, as it seems to always happen around the same time, never provoked by an unusual action (once I was "running", once walking one-by-one, and once, AFAIR, mid-battle).
Title: Re: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 20, 2007, 14:22
Please run it from the command line, or from a bat file with a "pause" command afterwards so we can find the line that causes the crash :/. I DID find something, but I'm unsure it should be the reason of a crash :/.
Title: Re: AliensRL 7DRL PLUS released!
Post by: BDR on March 20, 2007, 20:15
:/ The problem is that I was breaking even while using my pistol with advanced skill, and that the regular pistol is not nearly enough if you unluckily run across a warrior/elite.  I'll try finding the Storage Tower on my next run, though.

One question: Is there any reliable means to knowing where exits to the other towers are, or is it required that I wander aimlessly around the edges looking for them while the enemy count goes up?
Title: Re: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 20, 2007, 20:17
The way towers are connected is always the same, so you can make a map. The elevators to the higher levels tough are generated randomly, so you need to keep note of them seperately.
Title: Re: AliensRL 7DRL PLUS released!
Post by: BDR on March 20, 2007, 20:20
:) That's good.  I'll probably post it once I map it out so that other new players won't feel the same frustrations.

Addenum: :/ Well, at least the exits seem to be in the same places... The towers connected by these exits are not, however, in the same place!  ..making a map of anything but where exits are in towers useless...

The Storage Tower was a great suggestion; found a lot more 9mm ammo there than I had in the Civillian Tower.  I still found a lot of useless pistols on the first level of it, though.  I did find a pulse rifle in the first level of the Military Tower, but it was around the same place as the elevator IIRC.  Also, it seems as if I could potentially roam around the corridors (thereby getting minimal combat) and search for the stairs by looking at the map inside the unexplored buildings in a fairly more risk-free manner.  Another question: How exactly do I gain XP?  Is it by simply surviving longer, getting to higher levels, killing more enemies, or what?
Title: Re: AliensRL 7DRL PLUS released!
Post by: Anticheese on March 20, 2007, 23:41
Not really a bug, but I would like to see a better way to handle dropped weapons.

The d button (d for drop) is VERY close to the f button (f for "fire at the alien that is eating my delicious flesh") at least on a QWERTY keyboard and more than once I have bumped into this rather unique YASD situation.

It would be fine if the game remembered that my M41-A still had 30 shots left in it..but no! When I pick it back up again it's empty and I get eaten.

I don't understand why the drop button was in, but at the moment I would really like to see a "safty catch" option for dropping.. I.E "Are you sure you want to drop your last chance of survival? [n/Y]"

Sorry if I've been ranting.. It's just something that has gotten to me.
Title: Re: AliensRL 7DRL PLUS released!
Post by: DaEezT on March 21, 2007, 00:22
Addenum: :/ Well, at least the exits seem to be in the same places... The towers connected by these exits are not, however, in the same place!  ..making a map of anything but where exits are in towers useless...
Hum, I never noticed any randomness in the tower placement.
I think it's something like this (doing this from memory, gotta confirm this later)

/s
SMC
\Em

m = medical, M = Main,  = litary, s = storage, S = Security, E = Engineering
The map sometimes "rotates" when you enter a tower, e.g. when you enter the storage tower from the civilian, you do so by walking north, but you start at the east most entrance of the storage tower. But when you leave the civilian tower through the southern exit, you start at the northern entrance of the medical tower :p

Another question: How exactly do I gain XP?  Is it by simply surviving longer, getting to higher levels, killing more enemies, or what?
From killing enemies and exploring the towers. But I don't know how much exploring you need to do before you get the XP :/

The d button (d for drop) is VERY close to the f button (f for "fire at the alien that is eating my delicious flesh") at least on a QWERTY keyboard and more than once I have bumped into this rather unique YASD situation.
I did that once or twice too :D
I also used CTRL instead of SHIFT for accessing the character screen.
Luckily, there is the .ini that let's you remap those evil keys :p
Title: Re: AliensRL 7DRL PLUS released!
Post by: Santiago Zapata on March 21, 2007, 07:01
Hey Kornel,

Had a quick go at AliensRL yesternight, love the theme. The game is shaping up nicely ;)

Just had some minor comments:
* 4,5,6 for SideArm, Principal and Heavy seem more intuitive to me, I play on a dark room and these are easier to find without browsing the keyboard and mistyping (I know keys can be remapped, but some people won't do it, so this suggestion is for the default mapping :P)
* Appearance: The right status window I think is eating too much space, specially the health and ammo bars. Also, is the drawn frame needed? (The | and - frame )
* Gotta love the inventory-less one weapon in your hand gameplay
* Is displaying the damage intended?
* Blueprints are nice, but the ':' character can be confusing... maybe just '#' like normal walls would do?
* How do I close doors? or is it intended for them to be open-only?

That would be it for now ;)
Title: Re: AliensRL 7DRL PLUS released!
Post by: BDR on March 21, 2007, 07:17
I'm not Kornel, but I'll respond anyway. :P

2. I disagree that the status window eats too much space, especially since there are a few towers where you really can't see much anyway and the blueprints don't add much outside possibly bearings (the green dots are a really nice touch).  However, I do agree that there could be less empty space in the status window.. an indication of when it'd be possible to upgrade skills (as XP gain seems largely based on turn count) would be really swell, as well as perhaps an indication of the threat level besides simply running into enemies.

4. No, I doubt that grenade damage still being displayed is intended.

5. I'd say #, only darker, would do nicely for this (it could be set at plain red for when it's being personally viewed rather than marked).

6. Press Space, then make a move towards the door.  Clunky, but it works.

Another request: I am *sorely* missing a map function.  We have the blueprints of the building, obviously, so why can't we read them all at once?  Or at least make it so that the building starts out non-mapped, and to have some terminals with the full map of the area scattered around for consistency....
Title: Re: AliensRL 7DRL PLUS released!
Post by: torch 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! 
Title: Re: AliensRL 7DRL PLUS released!
Post by: DaEezT on March 21, 2007, 11:07
Are there any plans for a motion tracker of sorts? 
The motion tracker has been discussed during the planning stage but wasn't implemented yet.

Balancing it is where it gets tricky. Since AliensRL is turn based it would quickly turn into a huge advantage for the player. You could just let it pulse once and memorize the location of enemies.
Title: Re: AliensRL 7DRL PLUS released!
Post by: TFoN on March 21, 2007, 11:40
Here's a cut-out from the crash screen:
Code: [Select]
EDivByZero : Division by zero
  $00410CA5  TLEVEL__TICK,  line 112 of ablevel.pas
  $0042DE36  TAREA__TICK,  line 84 of abarea.pass: 10
  $00401DC1  TWORLD__TICK,  line 105 of abworld.pas
  $00401649  TGAME__RUN,  line 47 of abmain.pasks!
  $00401067  main,  line 8 of abrl.pas
The rest's the last frame from the game. I still have it if it's of any use.


Everybody should note there are only about 16 possible colours.

Regarding motion trackers-
I don't think it should double move cost. If it's one like in AVP, it doesn't seem to be hand-held, and attention is given to it for split seconds at a time, based on the audio ping. That said, I think it'd be a good idea to have three modes, on the lines of ignore/off, listen and study - ignore/off means the char isn't paying attention to the tracker, "listen" will pose only a small burden but will only give a very general warning (at most a general direction), and "study", which will only apply to appropriately designed trackers, will allow the char to carefully examine the tracker's output, noticing also vaguer signals. Perception will improve player reaction to the tracker, reducing penalties ("listen" should cost nothing at basic perception or so, IMO). Technical skill can enhance a tracker's capabilities through tinkering (or repair an otherwise useless one), but shouldn't give bonuses to on-the-run use (unless simple hardware malfunctions, like insufficient battery contact, are implemented, which could be nice :) ).
EDIT: as I was writing this, DaEezT's post came in, with a serious balance issue. So, how about this: directions only, using a system like one of the more elaborate ones discussed on the "hearing aid" thread for DoomRL? Signal types are based on size crossed with current speed/action type (workers are supposedly doing something when they're standing around).

And one last thing for the moment - could primary weapons be displayed as a '\' instead of as a '/'? I haven't seen a heavy weapon yet, but assuming they're also a '/', could that be changed, too? Maybe a 'X'?
Title: Re: AliensRL 7DRL PLUS released!
Post by: Kornel Kisielewicz on March 21, 2007, 13:06
Okay, I fixed the bug, but don't know when to post the fix :>
Title: Re: AliensRL 7DRL PLUS released!
Post by: Karry on March 21, 2007, 15:14
Quote
Give me a reason...to kill.

Besides surviving.
My thoughts exactly.

Anyway, maybe its just me, but when i killed everything that moved in security tower lv.1 - i couldnt find anything looking remotely like elevator. Is it really just a single "=" on the map, somewhere in hard-reached corner ? I walked over the level twice, nothing.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Malek Deneith on March 21, 2007, 15:23
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.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Karry on March 21, 2007, 16:16
Nope, couldnt possibly miss NINE tiles, opened all doors, checked all rooms, no sign of it. Guess its a bug, then.
Title: Re: AliensRL 7DRL PLUS released!
Post by: RepoRipper on March 21, 2007, 20:21
umm, Kornel. BIG problem. Armor. HOW DO U CHANGE ARMOR??? it doesnt say anywhere, and if u just pick it up, it says that u are already wearing armor! oh by the way add armor damaging, but make it simple, like 2 points per armor, and depending on armor, lower chance to be damaged, cuz i found like 10 flak jackets on the first level.

EDIT: oops, almost forgot! ADD A FIST ATTACK! but make it weakass, but enough to keep off that dammed lone juvenile after u ran outa ammo, so u can survive just long enough to get to a diff gun or some ammo. simply make it last-ditch, ie it can only be used if u have no ammo at all for any of ur three weapons, nor any grenades!
Title: Re: AliensRL 7DRL PLUS released!
Post by: Anticheese on March 21, 2007, 20:56
A fist attack? You really think that even the juvenile aliens which take at least 3 shots from an expert marksman to kill would even be remotely fazed by fists?

--

You pick up armour by pressing the "g" button while over it. If you are already wearing the same type of armour you are trying to pick up then of course you won't pick up a new one. Armour degradation does not
exist in ARL.

--

Just because an elevator might not be in the tower you are in now doesn't mean there is not one in a nearby tower...

Title: Re: AliensRL 7DRL PLUS released!
Post by: RepoRipper on March 21, 2007, 21:21
fist- i know. it just seems that u always have a lot of medpaks, and little ammo. if u have 10 medpaks and no ammo, a fist seems good, especially if, as a marine, ur standard outfit has a built in brass knuckle, which makes sense. also a fist has a lot better chance to hit better, even if it still doesnt do much more than "hurt" to "injured" or whatever.
armor- oops, im a dodo. but arent aliens supposed to have acid blood, if so the splatter should damage armor somewhat. (after all, it ate through everything in sight in the movies)
Elevator- ummmm, i didnt realize.....
Title: Re: AliensRL 7DRL PLUS released!
Post by: Anticheese on March 21, 2007, 21:43
Yeah the aliens have acid blood. It's just that marines know how to walk around it. In IVAN it can be a pain in the ass to walk around acidic blood. Stupid dark frogs.

And once again..Bullets hardly hurt them, why should a brass knuckle? Almost ALL aliens have some pretty serious armour on them..
Title: Re: AliensRL 7DRL PLUS released!
Post by: RepoRipper on March 21, 2007, 21:58
one more thing, what is the Heavy weapon spawn rate, cuz i cant find any! nor can i find the pulse rifle!
Title: Re: AliensRL 7DRL PLUS released!
Post by: zaimoni on March 21, 2007, 22:47
Quote
it just seems that u always have a lot of medpaks, and little ammo.

It depends on how you play.  I generally have the opposite problem (occasionally uncomfortably low or out of medpaks and both kinds of grenades, never uncomfortably low on conventional ammo for both sidearm and primary weapon, invariably lots of ammo for heavy weapon if I get that far).
Title: Re: AliensRL 7DRL PLUS released!
Post by: BDR on March 21, 2007, 23:23
Nope, couldnt possibly miss NINE tiles, opened all doors, checked all rooms, no sign of it. Guess its a bug, then.

It's not a bug.  You just didn't realize that elevators aren't in every tower on every floor.  Otherwise, after going through the Storage tower for ammo you could get into the Main tower and go pretty well straight up and only need to worry about hunters/the odd group of enemies in the rooms around the elevator.

The upshot of this is that in order to get to the next floor, you have to try different towers sometimes; you can't wander around the same one and expect to find the elevator up.
Title: Re: AliensRL 7DRL PLUS released!
Post by: Karry on March 22, 2007, 00:48
Quote
You just didn't realize that elevators aren't in every tower on every floor.
Well, thats just stupid. How i am supposed to know where the damn thing is ? I guess Kornel was waaaay too hasty, when he declared this as "playable".
Title: Re: AliensRL 7DRL PLUS released!
Post by: torch 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. 
Title: Re: AliensRL 7DRL PLUS released!
Post by: Fingerzam on March 22, 2007, 03:13
Just had a crash.

Code: [Select]
                    An unhandled exception occurred at $00410CA5
EDivByZero : Division by zero
  $00410CA5  TLEVEL__TICK,  line 112 of ablevel.pas
  $0042DE36  TAREA__TICK,  line 84 of abarea.pas
  $00401DC1  TWORLD__TICK,  line 105 of abworld.pas
  $00401649  TGAME__RUN,  line 47 of abmain.pas
  $00401067  main,  line 8 of abrl.pas

I was reloading my combatshotty when this happened.
Title: Re: AliensRL 7DRL PLUS released!
Post by: TFoN on March 22, 2007, 04:44
Already posted it.

Okay, I fixed the bug, but don't know when to post the fix :>
You gotta' be kidding me :P


Fist attacks make no sense at all - even if the attack would somehow make it through, the subsequent lack of a hand would make going on rather pointless. That is, if the poor guy would ever recover from the pain.
At the very most, give the marines a standard issue cattle-prod :)
Title: Re: AliensRL 7DRL PLUS released!
Post by: Santiago Zapata on March 22, 2007, 06:52
Quote
You just didn't realize that elevators aren't in every tower on every floor.
Well, thats just stupid. How i am supposed to know where the damn thing is ? I guess Kornel was waaaay too hasty, when he declared this as "playable".

Ellevators are in all floors, putting one of these in all towers would surely make exploration unneeded and take all the spice out of the game.
Title: Re: AliensRL 7DRL PLUS released!
Post by: nokturnal on March 23, 2007, 10:32
oohh, my wish was granted! just trying it out :D

first impressions:
monster and weapon sound effects are way too loud compared to the music. i love the ambient theme, perfect dungeon crawler music, but its so low!

weapon switches, why not simply use one button 'w' and toggle the highlight as you do now?

i realise this is a 7dayrl but maybe sometime in the future, replace the doom sound effects plz? :)
on another sound note, might be copyright issues here of course, but when you die the bottom wav here really should be played :D:
http://new.wavlist.com/movies/306/index.html

havent gotten very far so this might already be implemented, but high points in medical skill could grant a slow health regeneration?

points noted by others:

mp5 too weak. lower fire rate w. more damage, or just better accuracy? ..dunno

minimap would be a nice addition, could also serve as a visual output for any future motion tracker device. i think the map should be black from the start, so you get a better sense of where you have been and not.
something like this would be cool: http://iceyboard.no-ip.org/images/paprika/grimgrad_pet_redcobra_graphical.gif

edit:
the 'first attack' that's been discussed, a cattle prod or SOMETHING :) to fend of that last heavily wounded alien right in front of you when you run out of ammo. maybe only a problem at the start?
edit2:
i am also experiencing cut off sounds every now and then
also, shouldnt the aliens blood be yellow or that just looks to weird?
max no. of healhpacks increased by medical skill?
how about firing modes, for the mp5 say, single, burst, auto?
the combat shotgun seems way too weak, i just had to load 2 full mags at point blank on a common worker? or is damage skill dependant?
Title: Re: AliensRL 7DRL PLUS released!
Post by: Psion on March 23, 2007, 10:45
First off, this game is great, especially for a 7DRL.  It captured the mood of the alien films and the alien breed games wonderfully.  I really hope you keep working on this one.

Also, I noticed in a few of the other threads they were talking about putting a motion detector.  I really hope you do this because it was one of the main things that upped the tension in the movies.  In the game just imagine skulking down a cooridor, scared to death because your ammo and health are low, when that accursed sound starts in:  Beep-eep... Beep-eep... You check your motion detector and shows multiple contacts in multiple directions.  Oh crap...


My suggestion (which probably just echoes someone else's but still) is to only have the motion detector show the direction where there is some movement and even then only vaguely.  In the movies they never were really sure where it was coming from so why should you in this?  And of course motion detectors work by sensing changes in air pressure so anything could set them off... a fan in a duct, a rat, a civilian, etc.

Also, I can understand why you didn't put in the alien's acid blood with all the narrow cooridors.  One thing I'm not so sure about is whether or not the aliens move between rooms.  Do they?  In the movies they used the duct work to get around and it would be nice to see something like that in this.

One last thing... if certain individuals who like to complain about every little thing start to get on your nerves I recommend reading this:  http://www.somethingawful.com/d/news/warcraft-frontline.php

It'll cheer you right up.
Title: Re: AliensRL 7DRL PLUS released!
Post by: RepoRipper on March 23, 2007, 17:06
anticheese, yeah, so the marines walk around it.... but if their unloading their MP5 into an alien, that acid blood is going to be flying all over the place! not much of an effect against a wall, but if even a single drop lands on YOU, itll eat right through your flesh, just like the movies! DUH!

the high medical stat giving slow regen is a very good idea!

as for the fists, the brass knuckles was only a suggestion, to be thought over, not a proposal! but still, u are assuming that by punching them your fist will go straight through into their bodies, to be instantly pulped by their acid blood... which is stupid, their armor skin is too hard. as for that, in the movies there was bio-enhancements, which the marines obviosly have, so they can handle punching the aliens hard skin without breaking every bone in their hands!

one other thing, heavy weapons should be considered just like primary and sidearms, and have their ammo more easily found, and THEM more easily found. and 1 sidearm?? no soldier worth his salt ever goes to battle without 2 sidearms, on each side, in belt holsters or whatever, even if they use only one at a time....