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Messages - Soyweiser

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1
Design / Re: Hidden Uses of Items
« on: January 09, 2014, 12:43:00 PM »
This hunger reduction has actually been removed in the most recent version of crawl. Crawl tries to do away with all lot of these complexities. Fyi

2
I was thinking about this. For most of us, the reading of the Chinese chars is strange. But how far off is this experience from a player who never did roguelikes before and plays his first roguelike? We all know the @ is the player. But that is because we have more experience with RL's.

So, now I wonder if this is what first time RL players feel like.

3
Other Announcements / Re: Screenshot saturday.
« on: September 01, 2013, 03:48:09 PM »
Krice you big luddite.

4
Other Announcements / Screenshot saturday.
« on: August 31, 2013, 02:43:03 PM »
Anybody interested in promoting their RL or other projects. Upload development screenshots to twitter (It seems only uploaded to twitter images work). Tag it with #screenshotsaturday, and your project gets listed here : http://screenshotsaturday.com/ automatically.

The site also keeps logs http://screenshotsaturday.com/user/RealMSHB.html like this.

Note: I have nothing to do with screenshot saturday, apart from using it myself. Just wanted to share and get more @ signs on there.

5
Programming / Re: Fluff
« on: August 29, 2013, 08:27:52 PM »
When I read fluff I thought you meant background materials at first (Like this: *spoiler Cataclysm DDA* https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/LAB_NOTES *End of spoiler*. Stories about where the monsters came from or something. But you mean additional game content.

I don't really have anything to contribute apart from listing what kind of fluff Crawl Stone Soup has. It is all content you can do when you are already capable of winning the game. It just provides more score, or more stuff to do with your character while still being challenged. Not sure if you are looking for that, or just for more paths that make your character stronger to take on the endgame.

In Crawl stone soup you need to perform 3 steps to win. You need to collect 3 of the possible 15 runes, go down to the lowest basic dungeon level and collect the orb of zot in the realm of zot, and then go back up and escape.

Optional parts:
- During the normal dungeon run the various optional branches such as the ice caves. They provide only loot at expense of some additional danger.
- Collecting all 15 runes. There are a few very hard ones in the different Hells, and Pandemonium (Randomly generated super hells).
- Going down a ziggurath to level 27. (Each level of a zig is progressively harder than the first, and while almost any build can win, very few builds can reliably get to a zig level 27).
- After getting the pandemonium runes, any pan level.

The only things these provide is more exp, more items, and in case of the 15 runes some score. But they are optional.

6
Programming / Re: Damn The Rats
« on: August 29, 2013, 08:08:21 PM »
Why not make the rats stack? In the beginning of the game, you only encounter one or two at a time. And when they enter the same square they merge. A merged ratpack gets some attack and defense bonusses. With a aoe weakness.

Or create a flanking system, if you are attacked multiple times in the same round, you get a defense penalty. So attacking that big bad monster with a rat in your flanks makes it more dangerous. You could even allow the rats to enter the same square as one of the monsters. So now it isn't simply an ogre, but an ogre with his pet rats who all attack you at once.

7
Traditional Roguelikes (Turn-based) / Re: Zombie Madness
« on: August 29, 2013, 03:28:43 PM »
Link from facebook: http://www.mediafire.com/?ypy857oqwepxrep for anybody interested.

(I don't think that facebook is the ideal place for a development blog/site/whatever, but that is just my 2 cents).

8
Cataclysm DDA isn't stable enough, nor does it really have a clear enough vision. imho. Atm it is suffering from clear more is more. And the threat level has been reduced considerable as there have been a lot of new items and recipes included, but not that much new monsters and high level threats.

Or at least it was the last time I took a gander at the code.

So I would not upgrade it to major just yet. Wait a year, see how the kickstarter funded development resolves.

9
Programming / Re: keep an Endless Sci-Fi Roguelike interesting?
« on: August 26, 2013, 07:51:02 PM »
I did some thinking about how to make a Dwarf fortress in space mining like game, more interesting. I was thinking about a variant of a food clock, not an internal one (the amount of food you carry on you). But more an external one, A large superhuman/transhuman threat coming after you. Like the Revelation space 'wolves', or the Cylons, or an AI like the AI wars antagonists, the eclipse phase AI Titans and exsurgents or Ziltoid. Basically a 'thing' that is coming after you. And if you keep sitting around it will eventually kill you. And it will never stop going after you. And the longer you survive, or the more of his stuff you kill/destroy/evade, the more persistant it gets.

With the interesting thing being that you are managing a fleet of ships. And the arrival of the Big Bad is sudden, and usually not advertised. So then it becomes a mad dash to get as much of your stuff offplanet and back into your fleets before missiles/nanoswarms/Relativistic kill vehicles arrive and blast parts of your fleet to bits.

I know it is a bit out there. And has a way to large scope for a roguelike, as RL's are not that great at management of a lot of assets. So I have no clue as of yet how to properly implement it. But thinking about it has been interesting.

10
Off-topic (Locked) / Re: Standing Desk - Do you use one?
« on: March 08, 2013, 12:22:48 PM »
  I may pick up an ergonomic keyboard as well. Does anyone use one of those? I have used one in the past but found it annoying. Is it easy to adjust to?

I used to have one until it broke down, and found it pretty easy to adjust to. I did learn that I overused one hand for certain characters. So there certainly was an adjustment period.

11
Programming / Re: anyone know of a unicode character chart?
« on: March 06, 2013, 04:49:34 PM »
A bit unrelated to the ongoing discussion. But I have found this unicode site useful in the past: http://www.unicode.org/charts/

12
Programming / Re: How taboo is the "borrowing" of public domain tiles?
« on: September 12, 2012, 10:04:30 AM »
Ahum :

http://roguebasin.roguelikedevelopment.org/index.php/Finding_graphical_tiles

The new crawl stone soup also has a lot of new tiles. Some of them are public domain. It is however unclear which are and which are not.

;)

13
Programming / Re: Growing Mass of free Game/"RPG" Icons
« on: August 18, 2012, 05:17:27 PM »

15
I believe you have to be a special kind of player to play these games. I would call them "crafters".

Well, terraria, and minecraft do have some interesting lessons if you want to popularize your roguelike. Multiplayer creativity is big apparently. Even if the creative actions you can perform are only relatively minor.

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