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  • April 21, 2019, 08:12
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Messages - Kornel Kisielewicz

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I really hope its a silence before a storm though :P

Unfortunately I don't have access to Steam Link, nor do not know anybody who does, so I cannot reproduce.

OTOH, we will be completely changing the rendering backend next major version, so maybe it will work then!

Off Topic / Re: Working on a roguelike...
« on: February 03, 2019, 06:12 »
No problems on my side - I'd have issues if this was the only reason you'd register and post, but as a long time community member, you're more than welcome to post your stuff :). I might take a look myself, but probably at work, because I don't want to setup the needed java stuff at home (in the long run you should research the all included deployment setup of java projects).

General Discussion / Re: Enemy stats
« on: February 01, 2019, 14:22 »
The dmg number is the final one. The damage in the inventory is the general one. So lets say you have a weapon that does 20 damage, then you'll see e.g. Dmg: 16 [2] - This is because this weapon has slash damage that counts armor twice :P

General Discussion / Re: Range Values
« on: November 26, 2018, 06:22 »
Two cases:

1) if there are two numbers, that means a falloff between full and zero on that range, so in that case it's a falloff between 100% damage and 0% on the 2-5 range.

2) if there are three numbers (like 2/4/10), then the falloff is 0-2 from 50% to 100%, then constant 100% between 2-4, and falloff from 100% to 0% in the 4-10 range. This form is usually used with automatic weapons.

General Discussion / Re: Input Bug
« on: October 06, 2018, 16:12 »
1) disabling the steam overlay in right-click Jupiter Hell properties
2) making sure you run on the dedicated GFX and not the built-in intel (you might need to enter the folder and do nvidia settings on the executable - we're working on this working automatically)
3) if those fail, update your graphics drivers

Please tell if any (and which!) helped!

Announcements / Jupiter Hell BETA 0.3.0 Released!
« on: October 05, 2018, 13:17 »
Jupiter Hell Beta released!

The Beta is here! If you're a Beta backer or above you should by now have received an e-mail from us with the Beta 0.3.0 Steam Key - check your spam folder! If you can't find it, please get in touch with us.

You can read more about the release on the Jupiter Hell website!

2 Fairydusts... you could have killed so much more!

Announcements / Re: Jupiter Hell Alpha 0.2.0 Released!
« on: August 13, 2018, 03:19 »
gvekony - the average FPS should be a couple FPS lower - but the FPS should be similar to what you had on fully explored levels in the previous version (we render all geometry now, instead of rendering only what you explored).

Announcements / Jupiter Hell Alpha 0.2.0 Released!
« on: August 10, 2018, 08:56 »
We've reached the Alpha 0.2.0 milestone - which means, Beta 0.3.0 is just around the corner!

If you're an alpha level backer check the Jupiter Hell Alpha subforum to read release the notes and download the alpha. It's available for both Windows and Linux.

Read the full Alpha 0.2.0 update at the Jupiter Hell website!

I'll find a weekend to polish it up and do a regular release for now.

Berserk! / Re: [0.8.5|Endless|12|YASD] Run!
« on: June 29, 2018, 02:05 »
Which reminds me I need to put out the graphical version out O.o

Forum / Re: No e-mail notifications for PMs.
« on: June 29, 2018, 02:04 »
Unfortunately it must be the spam filter :/. Sending you a test message now.

I almost just went for it, but then I realized that a beginner player faced with a shotgun that does 6 slash damage vs a pistol with 10 pierce damage will always assume that the pistol is a better weapon. However a solution is to have "flesh" as a baseline - most of the enemies that the player will meet in the beginning are flesh based, so if we balance the numbers around 1.0 for flesh, we still can have HP with modifiers but the numbers will stay comparable for damage against most early game enemies.

I'm posting this design discussion in General, as I need as much feedback on this as possible. As you may now, we're trying to make Jupiter Hell as accessible as possible, but at the same time we're trying not to lose tactical depth and the choices involved. Usually I manage to find a reasonable compromise for that with the mechanics, but now I hit a problem.

I have a plan for a fairly complex damage calculation system, but I'm afraid it will not be very easily understandable to the casual players. We already decided that weapons in JH will have constant damage (for simplicity and tactics vs randomness sake), however we also want different weapons to interact differently with different enemies (resistances/armor). Apart from different weapons there will be also different ammo (think armor-piercing or hollow point) usable with the same weapon type that will have different characteristics.

The current (Alpha 0.0.3) system works as follows:

We have damage types (impact, slash, piercing - more to come like plasma, fire etc), beings have health and armor. Armor is a single number with a set of resistances. In general, impact is default (no modifiers) so just take the damage, substract the armor, and that is the amount of HP damage. Slash damage (used by shotguns, maybe we'll change it to shred instead) and piercing works the same, but doubles or halves the armor value respectively, so a 9 damage slash shot against a armor 2 enemy deals 9-2*2 = 5 damage. This is simple, although more complex than say XCOM, but it works.

However, this does not give me the design space I'd like, so I wanted to go forward with the "Damage 2.0" system:

  • both armor and health has resistances
  • by default, armor is *2 against slash, * 0.5 against piercing
  • by default, hp for humans is *2 damage from slash, * 0.5 from piercing
  • in contrast, hp for mechanical enemies is *0.5 damage from slash, *1 from piercing/impact
  • a skeletal enemy could have hp at 0.25 from piercing/slash and *2 from impact

However, I have problems with - is it easily understandable? Is there a way to easily communicate the system to the player? This is not something that could land in a tutorial (it's too deep mechanics) and without tooltips it would be hard to convey this to the player - any idea how to list that information on the player screens? Finally, it might be confusing for casual RPG players, that by default from the get go you have different resistances for piercing/slash as the player.

I know that this system is pretty simple as far as deeper RPG's go, but I do see major benefits from having clear-cut mechanics like XCOM does...

Your feedback is needed!

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