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Messages - Dervish

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Requests For Features / lighting and sight
« on: April 11, 2006, 03:22 »
Maybe i didn't express correctly what i meant.
In most roguelikes the character has a small field of vision (equivalent to the torch, lantern, whatever) but if the room has some light of it's own you can see all the lit area. I don't like the current sight system, sure it's simple, but limiting sight by range alone doesn't feel natural to me.
It's much more logic that you see everything in an open lit area and that dark room/area is unknown to you.

The great advantage of using light/dark is that you get both the safety feeling of being able to see everything before it's dangerous on wide lit areas, and the stress of having to get close to that unknown area without knowing what is in there. You'll have to improvise more often -> you'll have more fun.

The blinking/strobing effects are just something to think about later if the game gets this system in the first place.

I know that setting this up will require a lot of tweaking on other stuff including monster AI, but if it works for other roguelikes, why not for this one.

About the spectre, any old-time doom player will remember the invisible demon which always manages to get close to you at the worst of times... and i think it will feel right at home in doomrl.
3 squares distance to spot it feels perfect to me... far enough to swap to your favourite shotgun/plasma rifle and waste it away; and near enough to be a threat if you got to deal with other monsters 1st.

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Requests For Features / lighting and sight
« on: April 09, 2006, 03:19 »
One of the scenes i remember best from playing Doom:
Late night, still discovering episode 2, i enter a pitch black room with my shottie in hand, the door closes behind me, and the next thing i know the light flashes just enough for me to see a demon biting my head off and i almost jump out of my chair ^^.

Anyway, this brings me to my suggestion:

- Variable lighting per map area (monsters/items in dark areas would not be visible unless you were real close or with a light amp). This would include totally dark areas and blinking areas, like 20+ turns dark followed by ten turns light).

- Light amplifying goggles: x turns being able to see in dark areas.

I know this would involve changing the way sight is currently managed, and adding to hit penalty over distance for game balance issues but for me the game is all about what maybe hiding out there...

Other suggestions on the subject:

- new special level: lvl 5-8 "The Halls of the Blind":
severely decreased sight (about 2/3 squares distance), demons/lost souls, an autoloading double shotgun as reward and maybe a surprise (hopefully nasty^^)

- new monster: spectre:
same as a demon except you can only see them when they get real close to you (about 2/3 squares).

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