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Messages - mushroom patch

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Are you posting on a forum to complain about posting on a forum?

It looked like there was something playable, like this pyromancer thing, but I didn't see how to get it and thought someone who follows these things more closely might have already tried it.

Indeed, my interest was in seeing the specifics of an "imaginative" failed design.

These guys who were developing The Chronicles of Doryen, best known today as the game libtcod was developed for, pretty much called it quits, they say, because the combat system they came up with was too tedious to build a game around and they couldn't come up with anything better.

My question is: What was this combat system? Has anyone actually played the game?

Design / Re: I need opinion on this map design
« on: November 13, 2017, 09:37:03 AM »
The layouts look nice regarded as pictures. Functionally I have the following concerns:

1. Lots of corridors and choke points.
2. Lots of circuits, i.e. closed paths encircling walls.
3. Meandering and aimless features.

Corridors and other 1-tile choke points usually have a dominant tactical effect if the combat system is remotely reasonable (i.e. there is a significant amount of movement during combat). You can build combat around trying to mitigate that effect, but it's better just not to generate 1-tile chokes.

Circuits are a problem because they open the possibility of limitless kiting and other repetitive nonsense. Unless you have a very tight time limiting mechanic this will lead to tedious combat tactics in a reasonable combat system. It's especially problematic if you have regeneration of hp or mp-like resources over time during combat.

In some of your images you have zigzagging corridors and all have a lot of dead ends. Unless there's some particular reason to have a dead end, you shouldn't generate them. They are boring and become tedious if there are a lot of them. The same is true of zigzags. The maps don't really have any structure or direction to them. The standard excuse is to claim, falsely, that structure and direction are at odds with randomization or that it is common throughout the genre to generate fairly homogeneous maps. In reality, these are arguments for low standards.

The maps have good density and screen usage, but you could do with less total floor space, if these maps are representative of actual levels. I would suggest introducing negative space, areas filled with wall, to provide a bit of form and keep levels to a more manageable size and complexity.

Design / Re: UI design (WIP)
« on: October 12, 2017, 12:36:00 PM »
"You don't have to design the interface if you let the player do it for you!"

I don't flatter myself that flaming Krice accomplishes anything. It's a purely libidinal impulse and outside of any amusement anyone else gets out of it, which I recognize is limited at best, no more useful than the equally libidinal posts of people with some photoshop mockup and an ambition to someday make a half-assed angband (going on 27 years, baby!) clone with their name on it. People who are after nothing more than flattery or, if that isn't forthcoming, a righteous bitch about how mean people are on the internet.

Maybe Slash throws out the two-headed ogre and says "Hey guys, come back, I'm moderating now!" Then we'd be back to high-fiving over stuff that mostly sucks and more voluminous indulgence of crap like the OP.

Design / Re: UI design (WIP)
« on: October 11, 2017, 11:45:24 AM »
Sure, Krice.

Now that we've gotten all this nonsense out of the way, it's time we discussed my consulting fee.

Design / Re: UI design (WIP)
« on: October 09, 2017, 10:25:45 PM »
Sure, I can do better. But it is the Krice forum. He's the only regular poster. Those rules, to a first approximation, say nothing more than that you have to deal with Krice in a civilized manner.

Why do you think anyone is going to "do better" when their reward is they get another Krice comment to look at? That sort of self-flagellation hasn't been getting a lot of takers, has it?

Design / Re: UI design (WIP)
« on: October 09, 2017, 01:43:34 PM »
You're the only regular poster, Krice, and you don't have anything to show for decades of this horseshit. As for me, it's true I don't have any personal projects that I would like to promote and I am not interested in discussing anything else I am involved in with you and whatever dipshit comes in here off reddit.

I give someone a better run down than they're likely to get elsewhere on their game project, which is never going to be anything but a couple of bitmaps on imgur anyway, and I gotta deal with your dumb ass arguing with me, telling him he can put the Dow Jones industrial average in his game interface or that his game has to have bananas to be a roguelike or whatever stupid shit I didn't even bother reading. I'm "trolling." I guess on the Krice forum, that's what this is.

Design / Re: UI design (WIP)
« on: October 09, 2017, 05:36:20 AM »
This forum is inactive because it is a place people like mrmoxie here come to chit-chat about half-baked non-projects with Krice, a person who has no actual ideas or knowledge about anything.

If people on reddit thought that the text spacing didn't bear mentioning, that's a pretty strong indication of the value of feedback from "redditors." This whole "I chose the 'font' in my design mock up at random, you can't take that as part of my design intention" thing is really incredible. I've some dumb shit on this forum but that may take the cake. It's not even about the font, jesus.

Design / Re: UI design (WIP)
« on: October 08, 2017, 03:57:35 PM »
Wow. You put together a mock up that does not accurately reflect what your design and you whine when someone takes you seriously. Have fun with Krice, dumbass.

Design / Re: UI design (WIP)
« on: October 08, 2017, 03:47:59 PM »
Dwarf fortress got off the ground in 2007, my good man.

If it is clarification you want, the text has poor readability because of its horizontal spacing. You are placing characters with proportions similar to a standard terminal cell in square cells. I suggest that you consider your square cells as consisting of two cells with terminal-like proportions, a left and a right half. When displaying normal text, you can then get the usual spacing you see in terminal displays. When you want to display characters on your map, you can instead place them centered in the square tiles. This can be accomplished even in a unix terminal by using unicode wide ascii characters, but obviously it can be done in SDL or other similar graphics packages. The point is that your square grid can coexist harmoniously with legible terminal-style text.

Design / Re: UI design (WIP)
« on: October 08, 2017, 03:12:00 PM »
Well, Krice is an imbecile, nethack is bad, and dwarf fortress wouldn't get off the ground in today's environment. I give it to you straight. Not everyone can handle it.

By all means though, talk it over with roguelike philosopher and real game developer, Krice. I think he will give you the kind of attention you seek and deserve.

Design / Re: UI design (WIP)
« on: October 08, 2017, 10:07:30 AM »

Design / Re: UI design (WIP)
« on: October 08, 2017, 08:30:40 AM »
@Krice: You are an imbecile, Krice.

Design / Re: UI design (WIP)
« on: October 08, 2017, 02:36:32 AM »
The UI mock-up you have looks very dense in what I would hope is useless information on a turn to turn basis. While it is traditional to list stats like str, dex, int on the HUD, it is almost never useful for that information to be displayed every turn of the game. The standard for including something in the HUD is "is this useful to the player on a turn to turn basis?"

You have a lot of space devoted to a busy looking collection of bar gauges. At least one of these, "light," should definitely not be there. If the player is given vivid feedback like reduced FoV on the map when they're low on light, you don't need a separate gauge. If for some reason players need granular information, give them a turn number in the lamp description as in moria/angband -- that is not information that is useful on a turn-to-turn basis. I don't know what "stamina" is, but I've never seen a game that had a second kind of magic points like this where I thought it was a good mechanic. I suggest removing that. I would not give so much space or emphasis to "XP to next level" or whatever X is. That is just visual noise, better represented by a simple number somewhere, say a percentage. With two bars you're at a good place, but I think it would be more legible if they ran horizontally, even if there is a loss of resolution.

The spacing of the text is pretty irritating. I guess you're trying to center characters in a square grid. That makes sense for the map, but it is not good for display of normal text. I suggest that you think of a square as consisting of two cells that can each hold a monospace/terminal font character with the possibility of placing a single character centered instead. This can be done with unicode wide characters even in a standard terminal.

I think you're on the right track providing hotkeys for items and monster information in the HUD. I would think about how to put more of that kind of information into the HUD legibly and reduce the space devoted to and overall amount of player information that does not change much from turn to turn.

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