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Design / Re: Damage reduction algorithm - looking for advice
« on: October 09, 2014, 06:10:28 PM »
Thanks! I can see the problem there now.
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I beg you - do NOT do damage reduction like in Crawl. It's the worst idea.
What sort of general roadmap to you have in mind from here aside from fixing up anything that slipped through the cracks and/or tweaking this or that?
I think I'm in the majority when I say that much of what makes a roguelike fun is improvisation. Say you make a sword specialist, and all you end up finding are magic axes. Those sorts of conundrums are a pleasure to deal with.
Looks pretty cool. Fullscreen?!
The classical 5000gp bread. It could be interesting to make weapons so rare that they actually would cost more than a bread, but it can be difficult if enemies carry weapons and you can just grab them.