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Traditional Roguelikes (Turn Based) / Re: Moria video podcast
« on: May 15, 2014, 08:49:52 PM »
BenHorst, what software are you using to make these videos?
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Awesome game!Thanks!
Also, Malygris seems to have become my friend at some point and I can't horribly murder him. It's driving me apeshit.Did you use the "enslave" power on him? That should win you the game -- if that didn't happen, there might be a bug. Otherwise, could you post the full results of an "x malygris" command?
The idea of only being able to keep the powers you have by defeating lower level enemies is a bit rough. Especially since, as far as I can tell, there is no way to know what level the enemy is.If you examine the enemy ("x ..."), it will tell you what level it is! You can also scout out (some of) the dungeon using the retreat option, and then plan the order in which you want to take on your enemies to optimise your build. In fact, this is one of the main strategic challenges. If you do it right, you can end up with a very powerful character. So it shouldn't be taking away the feeling of progression; it just make progression non-automatic, but a strategic challenge. Which, in my book, is a good thing. (Of course, if you didn't find out how to check the levels of the enemies, I can imagine it didn't feel that way!)
Although when I ran into Fafhrd and Grey Mouser there, I really thought they were going to be friendly and we could have joined forces. :p (Nice to see the Leiber reference)They are friendly. Unfortunately, they're also under the enslaving influence of the mindslug. But they won't be when it dies (hint, hint ).
It would be nice if there were more combat actions like different moves. Like roll, side-step, bash, slash, overhead swing, thrust, back-step, etc. I think this would make combat more interesting and add more flavor to it to make it more engrossing.The basic idea is that there is a simple set of combat moves (based on the two tactical decisions "attack or concentrate?" and "defend or concentrate?"), and then the powers, grenades, scrolls, other items, room features, enemy's abilities, and so on, add the needed diversity and flavour. A tried-and-true recipe, of course: in most roguelikes, you'll have the basic decision between "attack enemy" and "move one square away from enemy", and then it's all the skills and items and terrain features and other monsters that make this interesting.
It would be nice if there was an option to turn off the roll results during combat. It's a bit distracting and takes away from the immersion in my opinion. I much prefer flavorful descriptions of whether the strike landed or missed instead.I thought about that for a long time (the option is actually standard in my ATTACK combat system, but I specifically turned it off for Kerkerkruip), and decided against it. There is so much important information in those numbers, that playing without them is like playing the game blindfolded. ("Why does the mummified priest keep hitting me? Oh wait, it's getting a bonus from those unholy runes on the walls of this room!") While I find -- and I believe others as well -- that they stop being distracting after you've played a few games. You can just have eyes skip over them whenever you're not interested in the details, but it'll all be there when you are.
Had a couple more plays. I see now that there are eventually more move options, but it seems as though there is only ever one extra option besides the basic ones.Ah, no! Understanding how powers work is crucial to winning the game, so let me explain. The dungeon always contains two level 1 monsters, two level 2 monsters, a level 3 monster, a level 4 monster, and the final boss Malygris, who is level 5. (Some of these monsters may be groups of monsters, and there can also be level 0 monsters like undead.) Whenever you kill a monster, you will get a power related to that monster; and you will lose all powers of the same or a lower level. But you will keep all powers of a higher level.
As much as I have tried to, it seems none of the characters will actually talk to me and only end up attacking me.Yeah, there's not a lot of talk. Though there are several ways to gain allies.
What's with the branches that kept growing, thorns, then fruit, then brambles, then another type of fruit, etc? Couldn't really figure out what was going on with that as I was fighting a druidess. Could I have picked the fruit?Nope, you can't pick the fruit. The druidess has a special power to summon brambles, which then randomly grow thorns and fruit. She can launch these whenever she wants to. If you manage to kill her, you will get this same power -- the power to summon brambles, and launch whatever thorns and fruit happen to grow on them. There is a wide variety of fruits, ranging from the slightly to the very useful, but, alas, nature is unpredictable.
If I can't use the ment during combat, how long will it last if I take it in an empty room before I find someone I need to fight?I'd have to look at the source code, but it is a random number around 15 turns, I think. (Defensive turns don't count.) Long enough that you have a fair chance to finish the fight before it wears off, but short enough that you're not guaranteed to finish the fight.
Sounds interesting. Does it only remember every time you beat it in a single session or between sessions too? Some sort of actual scoring system with a high score table would be nice though. I'm pretty familiar with interactive fiction, but not sure if that would actually be possible in Inform.Yeah, the data are persistent between sessions. (Inform supports external files.)