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Messages - Nezur

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Programming / Re: Non-random content
« on: February 23, 2011, 07:05:56 PM »
Pre-designed content is often better than randomised content - hence why things like vaults, boss levels and preset artifacts are used in many roguelikes.  The randomised versions of these just aren't as good.  But too much and it becomes repetitive.

It would be more correct to say that predesigned content is easier to make interesting. I think the replay value of randomized content is more important.

I think an important thing with the likes of preset quests is to make them optional. 

Making features like quests optional is not enough. Completing them also must not be the optimum way to play.

make whatever it is be a random selection out of several pre-designed features. 

Agreed. Perhaps the building blocks could be different each game as well through random selection of flavour-attracted traits. Perhaps even shallowly simulated species evolution.

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Early Dev / Re: Rogue Survivor Alpha 4.11
« on: September 04, 2010, 10:58:06 PM »
I think the "/lvl" in the description of "Tough" should be dropped. It increases HP only once, not every level afterwards.

Additionally, it might be a good idea to include pulling functionality in the "Push" command and rename it to "Pull/Push" as it would simplify moving things.

Only the player experience with the game, rather than the character experience, can save you from this (eg: knowing when they come and what item to get). Modern games tend to spoon feed you everything with big warning signs and big arrows pointing to stuff. You're not exploring the game, you're just following tracks setup by the game designers.

In my opinion relying on character abilities most of the time conforms better to the idea of roleplaying. After all, the player is supposed to be in the role of the character. Besides, emphasizing player knowledge makes reading spoilers very worthwhile.

Have you considered releasing the source code?

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Early Dev / Re: Rogue Survivor Alpha 4.11
« on: September 03, 2010, 02:53:13 PM »
This game is quite addictive. I like the atmosphere.

Suggestions

  • Make Esc the universal exit key like in most other programs.
  • Make the 'modes' toggleable so that the same key can also be used to quit the mode.
  • I think the requirement to unequip an item before dropping it is detrimental to usability.
  • I feel you should be able to break furniture for makeshift weapons.

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