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Topics - mushroom patch

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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 / Corridors considered harmful
« on: June 17, 2016, 05:41:54 PM »

I come to speak with you about corridors, you know, this kind of shit:

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I see so much discussion of corridors, how to generate them, and so on. The answer in regards to corridors is simple: They are bad, don't generate them.

There are many alternatives to corridors, so I will not bore you with an exhaustive account. If you are still writing a roguelike game that uses corridors, though, I suggest to you that it is time to rethink and reevaluate.

Player's Plaza / angband speed running?
« on: April 27, 2014, 01:21:05 AM »
I recently kinged a high-elf rogue in about 540,000 game turns (I think this is the same as ticks, so this number is far more than the number of player turns). From what I understand, expert players often king in about 800,000 game turns (without making any conscious effort to go fast, I imagine). Unfortunately, angband's scoring system kind of sucks in that the number of game turns doesn't seem to have much impact. My other wins, which took over twice as many game turns, have much higher scores, since they got way more xp spending a considerable part of the endgame at xp level 50, vs. the rogue who kinged at level 48 (first speed ring, +11, at xp level 31 on dungeon level 76).

My questions are: Does anyone actually speed run angband? If so, what are good times (in number of game turns, say)?

I would look at the ladder, but it since score does not usefully correlate with speed in angband. Like, if I managed to king at xp level 38, my score would be even worse (wtf?).

[edit] okay, just checked out the ladder. Characters with 5 mil turns and 10 mil xp. Sad. (Extra lulz for the dude with 64mil turns.) Angband devs: devise a reasonable scoring system. I mean, come on.

Design / Bones -- how far can you go with them?
« on: April 11, 2014, 01:39:39 PM »
Some roguelikes, e.g. nethack and crawl, allow the character to encounter old, dead characters. This can be a source of great fun, especially in multiuser systems that allow spectating.

Since there's been a lot of discussion surrounding death and roguelike apostasy, I pose the following: What if you could revive these characters somehow -- say by some difficult process that kills your current character or massively complicates their attempt to actually win -- and the bones character became yours to play? Good or wack?

I kind of presuppose this is a multiuser system thing (i.e. public telnet or similar) and I'd be completely fine with requiring that the original player of the bones character cannot do the reviving. Good clean fun or dangerous departure from established norms?

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