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Messages - Wisp412

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Design / Re: creating compelling monsters
« on: October 21, 2014, 01:32:40 AM »
I suggest having enemies that will attack other enemies in general. Its quite immersion breaking when a mindless hoard of splitting worms ignores everything but the player. Surely stimulating a worm nest. locking the door, and luring enemies through it (or as an escape route) would make strategic sense.

Or perhaps having a strong unique that will hunt down other monsters. This potentially steals player XP (which they hate, but usually has little impact), and allows players to fight them while they attack something else.

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Traditional Roguelikes (Turn-based) / Re: Prime - High strength weird orc
« on: October 16, 2014, 01:58:25 AM »
I usually skill towards my starting stats/ early gear, I haven't had the rng give me so much gear that isn't suited to my class before though. It really is a shame this didn't appear on a class with better weapons apts, or even one with some hp! The rng seems like it likes to give strange stats to randomed classes, so I guess its expected. I once got a quarterback with 18 agi and 14 or so psi for example (he couldn't carry anything with low str/ con though).

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Player's Plaza / Re: Rogue-likes with the best Magic systems?
« on: October 15, 2014, 10:17:04 AM »
Probably not what you are looking for but Guilder (a 7drl) has an amazing magic system. You have magic words that you can string together to create your own spells. An example: one kay thaum prae (true name) yal aes surutai two em jiha ptoron uum! (take one thousand of my or anothers mana and turn it into heat two spaces in front of me [end spell]). If you want to try it I suggest writing all the key words down. I haven't figured out how to actually get rid of the heat, or a faster way to cast then typing all of that, but it has lot of potential if polished up.

A word of warning though, its not really a game yet, and horribly unbalanced. You can draw essentially unlimited mana once you figure out how to and.. I don't need to explain why that breaks balance. Also the level gen fails to create doorways to the rest of the level (and stairs) sometimes.

I could write up some interesting ideas to make this work in a more traditional RL, but if I ever get around to making a roguelike I'm going to be focusing more on off-genre fantasy than wizardry.

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Traditional Roguelikes (Turn-based) / Prime - High strength weird orc
« on: October 15, 2014, 09:59:36 AM »
So I rolled up a space orc weird boy warp head with a natural 18 strength, I quickly found a +4 strength implant, the strength mutation and power gloves. Sure I only had +2 to unarmed skill by the time I reached some aliens, but I was one shotting alien warriors with a powerfist (or are the A's princesses?). Its just a shame that I found an early nest with 5 or more of them next to the stairs with no corridors within reach. Turns out that they can two shot me. I was curious what 30 strength could turn into, and if it could out balance my terrible unarmed/ heavy weapons skills too!

Anyone know if there are official forums for Prime (or Zap'm) btw? I can't find anything by googling, and its a shame because this game is pretty amazing and I would love to discuss it! Surely this game needs more people playing it at the very least.

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Is there a Prime forum to discuss the game? I can't find anything really by googling, so could I just post suggestions/ feedback here, or would it be preferable to start up a new thread?

Just as a general theme Psionics seem to have really 'odd' balancing without going into specifics (and spoilers). I wouldn't mind writing something up from what I have tested so far.

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