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Messages - Lap

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Other Announcements / Re: Acquiring feedback for your roguelike project
« on: August 29, 2010, 06:01:45 PM »
The GTA/Criminal style of games will always be popular. Oddly enough, the original GTA was roguelike in spirit.

Seeing full fledged games like Rogue Survivor get less response than fantasy SK is pretty sad though.

Anyways, I heard way too many people say they wanted to start their own similar project, but it'd be way better if people collaborated instead of starting up 5 separate unfinished projects.

I'm trying to gather up the potential authors....

http://www.bay12forums.com/smf/index.php?topic=64931.0

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Early Dev / Re: Rogue Survivor Alpha 4.1
« on: August 29, 2010, 03:41:59 PM »
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They use beds if it is within their view and they want to sleep. Remember other actors have FoV too like the player.

Well I was in an unlit basement most of the time with no flashlight, so that might explain it?

Can grenades bounce to unintended places? I was wondering because it seems like people run extremely far away when a grenade is thrown. Even when civs start outside the blast radius they continue to run far from it. Is this just done for realism or is it part of the "too cautious" situation.

Nice quick response time on finding the unequip/equip bug. Thanks for letting us save anywhere. No way would I have even gotten past day 3 without it because of this bug.

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Early Dev / Re: Rogue Survivor Alpha 4.1
« on: August 28, 2010, 09:00:35 PM »
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Also remember NPC take items as you do, you can try to find them by trading.

I was including all the NPC's I saw in the item count even if I couldn't get them to trade their stuff away. Maybe I was just unlucky.

Fair enough on the precision rifle, most of the BO I encounter are dead or dying from the horde so I usually have little problems by the time I get to them.

I've actually never witnessed an NPC throwing a grenade. My personal preference is to have grenades be slightly more powerful, but also rarer. I was surprised at how many I could find in people's homes and equally surprised when it would take three to kill the average zombie.

With the leader thing I certainly don't expect any chain of command type stuff and it's fine the way it is. However, I don't think leadership should even be an option for followers when they level up. All it does is serve to confuse newbies and make them waste points in it.

Another interface type irritation was how limited the range for telling allies to build fortifications. It'd really be nice to be able to tell your ally to board up the window on the other side of the room so I could work on the other windows.

Any future plans on letting us tell a follower to just drop a single item? I had many a drop all just to get one or two things.

Unrelated note, is medic an entirely self only skill or is there a way to benefit teammates with it?

I also noticed it was very hard to get teammates to use beds even when they were empty only a couple of feet away. Any tricks besides pulling the beds around until they decide to hop on one?

Now that civilians can kill any thoughts about a game setting allowing for civ killing? You could probably balance it out with some sort of infamy system that makes cops and military target you.

Sorry for not mentioning this early, but great job. It's not often I can play a roguelike for eight hours straight and besides a few minor things, there's not much more I think the game really needs (core gameplay is solid). The AI felt pretty good and I mostly liked the way that companions were controlled. Definitely in my top favorite roguelikes now.

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Early Dev / Re: Rogue Survivor Alpha 4.1
« on: August 28, 2010, 09:59:27 AM »
Just played to about day 30 and cleared out a char base. Kind of a disappointing end there. It should spawn a rocket launcher or some other fun toy so the developer message isn't so crushingly sad.

I also noticed only a single cell phone in 30 days and absolutely zero crossbows. Considering how common cell phones are that was a huge surprise.I don't think the precision rifle does enough damage to make up for the low clip size. I feel like grenades could also use a damage buff as well.

I'd  like to suggest a new tile/object: Vending Machine. You can break them and get some food, but it makes a lot of noise. It would be a good way to add a small amount of food to places like the subway or possibly even the sewer maintenance rooms. As it is now I avoid both places entirely since they don't seem worth going to.

Unless I missed it, I'd really like to see a "Set directives for all followers" option as it was really annoying to always set them.

Does getting leadership on your followers even do anything?

Is there a way to go up or downtsairs when a player or object is blocking the other side?

Also, your link to your blog in the OP is busted.

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