Chaosforge Forum

  • June 15, 2024, 22:05
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Adral

Pages: 1 ... 3 4 [5] 6 7 ... 12
61
Berserk! / Re: Berserk! 0.8 - Release Candidate 2
« on: January 14, 2007, 15:59 »
Yeah, I'd like to hear about that too. Maybe lightred would be enough?
I think it might work. :)

LOL, damn it's fun for me to watch someone's replay :D. I almost feel like looking from behind someone's shoulder :D. It's a great feeling for a developer... :)
I'm really glad you had fun!

62
Berserk! / Re: Berserk! 0.8 - Release Candidate 2
« on: January 14, 2007, 15:39 »
Lucky Adral didn't meet any Wraiths :D.
Nope. But I did find phasehounds! Cool effect when teleporting :D

Yeah agreed with all. But I still want to do the Campaign mode :]. As for differentiation this will also be adressed.
Can you give us a little teaser of what Campaign mode will have, please? I'm really curious!

Not directly related to differentiation, but still, I think mandragores could use another colour, because with all that blood sometimes they are hard to see :P I'd save the blood colour for some monster with blood-related abilities (if there is going to be any) What do other people think about this?


Attach file doesn't work? Seems I need to add "rec" to allowed attachments.
Nah, it's just that I couldn't find the option to attach:P I'm such a noob...

As for the replay feature it's added quickly just for the need of bughunting. In the future it will be as elaborate as the DoomRL one.
Even if it's only for bughunting, it really rocks!

Ok, this time the rec should be there. Nothing impressive, it's just to test things out.

63
Berserk! / Re: Berserk! 0.8 - Release Candidate 2
« on: January 14, 2007, 15:19 »
Ok, I love you. :P

Here, my first try. Much better than with the last version! This is actually lots of fun!
-- Berserk! (0.8 RC 2) Post Mortem -----------------------------------

  Character name  : Adral
  Game type       : Endless
  Nights survived : 5
  Monsters killed : 400

  STR: 14  DEX: 11  END: 13  WIL: 12
  Speed: 106  HP: 0/115  EN: 22/125
  Base damage: 2d6+5  Weight: 13

-- Graveyard ---------------------------------------------------------

  ..................................................
  .................%................................
  ...............%..................................
  .........#..........#...................#.........
  .......#..........................................
  .........#................................#.#.....
  ..............#...........#.......................
  .....................#b.............#..##.........
  ...#......#............#.............#............
  .....b...........::.%....%....#..#................
  ..............#:.%:....%:#.....#..................
  ........:......:.%::......:........:..............
  .......%.......%..%...........%...%.%.............
  ....::......%...%#..........M%:%..................
  .....%........%%.....%.:..%MMB%@.....%.....b......
  .....:......:..%......:....M.MB%....#.............
  ......%.....%%....%.%.........%...%.%........#....
  ..........%..%%:.%....M.:..%..#%..................
  .......:.:.%:..%%%......%.#...%%..................
  ...#..#:#.%%..............%.#.#...................
  .......%....#%.....%...#.:....................#...
  .....#...%.::%%:........%.#...............#.......
  ..........#....%.%::%.............................
  ...............%.........%........................
  ..................................................

-- Weapons left ------------------------------------------------------

  Crossbow (12/54)  Knives (2)

-- Kills (400) -------------------------------------------------------

  48 bulldemons
  271 beasts
  30 mandagores
  1 nightmare
  44 imps
  6 phasehounds

-- Skills (5) --------------------------------------------------------

  Running (level 1)
  Sweep attack (level 2)
  Impale attack (level 2)

-- Messages ----------------------------------------------------------

 You evade.
 The beast hits you!
 The beast evades your blow.
 You evade.
 You critically hit the
 beast!
 The beast dies!
 The bulldemon hits you!
 You die!...
 Press <Enter>

-- Achievements ------------------------------------------------------

  Max kills in one turn    : 10
  Longest killing sequence : 12 kills in 3 turns.
  Survived for             : 2149 turns
  Died on                  : Fields
  Reason of death          : killed by a bulldemon


In my opinion everything that is needed is balance and adding new things, like new landscapes, new skills and such, and perhaps more differentiation between monsters (I can't find much at a glance, except for the phasehound).

I was going to post my .rec but I can figure out how to do it. Also, it'd be nice to be able to change the name of the replay and still be able to see it, something like "berserk -play adral140107.rec"

Anyway, good work!


64
Berserk! / Re: Berserk! 0.8 - Release Candidate 1
« on: January 14, 2007, 04:03 »
My first mortem on the game!

-- Berserk! (0.8 RC 1) Post Mortem -----------------------------------

  Character name  : Adral
  Game type       : Endless
  Nights survived : 3
  Monsters killed : 201

  STR: 12  DEX: 12  END: 11  WIL: 14
  Speed: 107  HP: -5/105  EN: 100/125
  Base damage: 1d6+7  Weight: 11

-- Weapons left ------------------------------------------------------

  Cannon (1/2)  Crossbow (0/60)  Knives (5)  Bombs (4)

-- Kills (201) -------------------------------------------------------

  22 bulldemons
  150 beasts
  5 mandagores
  2 nightmares
  20 hunters
  2 monsters

-- Skills (3) --------------------------------------------------------

  Sweep attack (level 3)

-- Messages ----------------------------------------------------------

 You miss the beast.
 You miss the bulldemon.
 The beast hits you!
 The beast hits you!
 You're hit!
 The bulldemon misses you.
 You're hit!
 The bulldemon hits you!
 You die!...
 Press <Enter>

-- Achievements ------------------------------------------------------

  Max kills in one turn    : 5
  Longest killing sequence : 5 kills in 1 turns.
  Survived for             : 931 turns
  Died on                  : Town
  Reason of death          : killed by a bulldemon


Noticed bugs: I had the same problem that Blade and Malek, when I started the game, I had this:
http://img181.imageshack.us/img181/6261/berserkdoublemebx4.jpg
I attacked it and I was hurt!

Thoughts:
Running is pretty much mandatory, I guess, so why not make it accesible from the start, and levels invested on it drop the energy cost significantly and make you move faster? Otherwise it's like forcing players to get 12 End and spend a trait on it at the start.

Ironman seems useless, as you already said... But since there are skills still missing I think it might be OK.

Sweep is cool. It saved my life on more than one occasion.

The ammo recharge between phases could perhaps be tweakable? I mean, it would be fun to be able to put a bonus ammo every phase. So you get the preprogrammed ammo getting (+1 Fairydust +1 cannon, etc) but then you are able to get one extra recharge, that would give you the same amount of ammo the predefined stack gives you. Could open up more tactical decisions!
"Should I get another Fairydust or 3 more knives this round?"
Come to think of it, perhaps Fairydusts would have to be let out of this phase so you don't abuse them... perhaps not, because if the ammo getting is sufficiently balanced, maybe you end up getting other weapons that just make you not need an extra health recharge.

I tried Impale on a Massacre mode, and it's pretty powerful and original!

Bombs, as Blade said, seem a bit weak. Perhaps to compensate you could add them more damage or let you throw them above monsters, so you can send a bomb right at the rear guard of all the enemies that attack you, even when you are surrounded.

Anyway, it's a great game! Thank again! :)

65
Berserk! / Re: Berserk! 0.8 - Release Candidate 1
« on: January 13, 2007, 16:21 »
Thank you very much!

I'll try to drop my impressions when I have some spare time. :)


66
Requests For Features / Re: Odd new level: Hell's Museum
« on: January 13, 2007, 16:19 »
Oh, and about the pistol - I meant only something "better than Advanced" pistol, as a reward for the geeks playing AoMr challenge. I think it would be better and more in-mood than plasma pistol.

I agree that plasma pistol, even being a cool thing, does not "get" into the Doom universe, as I have already said elsewhere. It's tha same that sniper rifles, assault machineguns or chainswords: they are cool but not "doomish". So I think I like your idea better if something were to be implemented like that.

Having said that, I think we'll have to wait for the next version, as it will have those nice weapon mods, which should make the game "easier" on Angel of Marksmanship. So perhaps it's absolutely unnecesary.

Also, I thought about the demonic/holy weapons better, and it just strikes me a bit strange that heaven or hell should have powder-based or plasma-based weaponry.

About the Dopefish, if I remember correctly it first appeared on the Commander Keen saga, and was a hungry invincible fish who ate you up :P. Commander Keen, by the way, also appeared on Doom 2 in level 32.

Maybe could work, but I think it would set the mood too merry for a dark universe as Doom is supposed to be.

Here, lots of info on Dopefish:
http://www.dopefish.com/fishinfo.html

67
Pre-0.9.9 / Re: [M|AoH|0%|Win] Killess game
« on: January 13, 2007, 16:07 »
Go, Blade! :D

68
Berserk! / Re: Request for Help : Improved Documentation
« on: January 13, 2007, 05:21 »
Must... have... new... version...

69
Berserk! / Re: Request for Help : Improved Documentation
« on: January 13, 2007, 04:46 »
I've added keybindings on the wiki.

I think disclaimer should be done by your personally, Kornel (as it's you who should impose any restriction on usage, copying or whatever you feel like, it's your game!)

With Credits, pretty much the same. It's you who should credit beta testers, loved ones, people who gave you ideas/support, and all this things people put when dedicating a game :P

If you think anything needs improvement, please note it and I'll try to add things when I can!

70
Berserk! / Re: Highest Berserk Killcount
« on: January 13, 2007, 04:06 »
Not as great as those posted above, but my best nonetheless :P

Code: [Select]
---- Berserk! (DAY 7) Post Mortem of Adral ----
  STR: 11  DEX: 13  END: 14  WIL: 16
  Speed: 108  HP: -1/140  EN: 8/150  Weight: 14
  Base damage: 1d6+6  Weight: 14
---- Weapons left ----
  Crossbow (6/27)
---- Kills (244) ----
  30 bulldemons
  178 beasts
  7 mandagores
  2 nightmares
  26 hunters
  1 monster
---- Achievements ----
  Fought on                : Fields
  Max kills in one turn    : 9
  Longest killing sequence : 10 kills in 2 turns.
  Survived for             : 1045 turns
  Reason of death          : killed by a nightmare

I got pretty much mobbed without Energy, so I hadn't got lots of things to do:P

71
Requests For Features / Re: Odd new level: Hell's Museum
« on: January 13, 2007, 02:05 »
Forgive me straying a bit out of topic, but what would you say about a Hell Mausoleum instead - with a layout of concentric circles (and indestructible walls, to add to the atmosphere), and with a couple of examples of every monster in the game. And after defeating the four Archvile guardians / a new unique monster in the center, you would get another holy relic - maybe a Pistol of the Archangel with some insane damage, or Heavenly Boots that would let you walk over hazardous surfaces unharmed.

I like the boots idea. It would make travelling in the next levels easier.

But if it's a hellish location, why not add hellish weapons/armor? So instead of Heavenly Boots, just Demonic Boots or whatever.

Uber weapons are ok when they're melee, but make one ranged and the game'll be done for :)
Even when they're melee, if they are uber, they make the game much easier. So I agree, just imagine what would happen with an uber-ranged weapon :P

And I still think we need more ammo :P

72
Requests For Features / Re: Odd new level: Hell's Museum
« on: January 12, 2007, 07:24 »
Well, I'm not sure either if that's a good idea. SS Nazis seem a bit out of range for DoomRL, in my opinion.

Other than that, the idea itself isn't really bad, and a portable invulnerability globe with some kind of setback might work in the game.

The most interesting thing I get from this is that a new special level with loads of ammo for the chaingun/shotgun shouldn't be too bad, if there aren't going to be any special rooms like those mentioned in a older thread elsewhere. If you are unlucky it's really not that hard to find yourself out of ammo, sometimes. And considering 10mm and shells should be standard for all the game (at least they were in the originals), I don't think you should really run out of them unless you are wasting them.

73
Nightmare! / Re: [N!Win] Nightmare! see me in it's Nightmare!s
« on: January 12, 2007, 05:16 »
See? I told you Blade wasn't human! :P

Congratulations!

74
Berserk! / Re: Request for Help : Monsters Needed!
« on: January 10, 2007, 12:56 »
Another one, albeit not original at all

Name: Skeleton (I told you it wasn't original :P)

Strength: good/fair
Dexterity: terrible/poor
Speed: mediocre at best

Attack type: melee (could have a ranged variant)

Special abilities: You must kill them with hard-hitting weapons. For example, the crossbow has no effect on them (the bolts just stick out) and the knives have little impact. Especially vulnerable against bombs and cannon, though, as they explode to bits. The normal sword, being so huge, deals normal damage to them.

Behaviour: They come in packs of several skeletons. Go at you slowly but unpaused, have little to no intelligence. Typical cannon fodder.

-----

Kornel, damn you for showing me Berserk. Now I'm addicted to that manga!

75
Requests For Features / Re: Player info merging
« on: January 10, 2007, 12:32 »
At the very least, some highscores should be on the list from the start. Could use contributer names for them, like with many retail games.

If we're going to have a "Blade" highscore on the list, my opinion is NO.

I would *never* beat that! :P

Pages: 1 ... 3 4 [5] 6 7 ... 12