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Messages - Alex E

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Traditional Roguelikes (Turn Based) / Re: RailRL ALPHA (ARRP)
« on: September 15, 2012, 07:28:55 PM »
I'll be sure to check it out once I have some time  ;)

Other Announcements / Re: ARRP HYPE THREAD!!!
« on: September 14, 2012, 11:07:45 PM »
I'll probably release Left Field Hotel tomorrow. Seems like everyone's gonna release then as well.

Programming / Re: How about sound effects? Distracting? Fun?
« on: September 12, 2012, 11:41:59 PM »
Nice to know microphone plus audacity works. Did you record any death screams for monsters? I want to but I fear the neighbours might call the police.

Hah! I didn't record any monster screams since you can't kill monsters in my roguelike. If there were, I probably would, on a weekend, when I know no one's around to hear ;).

Programming / Re: How about sound effects? Distracting? Fun?
« on: September 12, 2012, 10:11:31 PM »
Mind sharing where you got those from? They are quite good.

I made many of the sounds. For example, for a knocking sound, I banged my hand against my desk, recorded it, and added some muffling in audacity (a free sound editing software).

Some of the sounds I just couldn't physically make, so I got them off of Many of the sounds there are creative commons.

Programming / Re: Defunct projects (C++)
« on: September 12, 2012, 03:36:08 AM »
Existing source code tends to grow convoluted with time unless the person writing it already refactored the code once or twice to clean it up.

Ha, I can't even understand the code I wrote for my last roguelike.

Other Announcements / Re: ARRP HYPE THREAD!!!
« on: September 12, 2012, 12:00:14 AM »
Less than 5 days left, everyone!

Programming / Re: How taboo is the "borrowing" of public domain tiles?
« on: September 11, 2012, 10:45:37 PM »
I think you immediately hurt yourself when using someone else's tiles.  That immediately takes away one of the possible things that would make your game different.  Does it really matter?  No.  But when I see a game using the same old free set that many other games have the first thing that comes to mind is laziness.

I pretty much agree with kraflab. My art skills are pretty bad as well, but I only use my own tiles :).

Programming / Re: How about sound effects? Distracting? Fun?
« on: September 11, 2012, 10:41:46 PM »
My first roguelike I've added sound to is Left Field Hotel. My older roguelikes did not have any sound, and honestly, audio is a big deal. You don't need to overload your game with sound effects, but even a small amount can add another dimension to the game, which is good.

In Left Field Hotel, the sounds mainly include opening things, clicking, banging, completing an objective and other miscellaneous things. Almost all of the time, there will be some background ambience, whether it be wind, or sound cues telling you there is an enemy near by. Many actions create no sound whatsoever, however. You sort of need to decide what is worth having a sound for, and what isn't.

I'm not saying that all games need to have sound, especially roguelikes. Heh, most roguelikes barely have any graphics.

Programming / Re: Programming Question: Projectile Effect
« on: September 05, 2012, 04:59:49 AM »
I actually like your method for robots. Maybe on level 4, level 1 robots will stop appearing. Likewise on level 5 for level 2 robots. And so on. Would it be a good idea to have level 1 robots always stay the same? For the first time appearing, level robots could get random stats, and stay that way until the eventually disappear a few levels later.

Just some ideas unless that is exactly what you're planning on doing, then completely ignore it. Or just disregard this until you actually start working on the different types of robots.

Programming / Re: Programming Question: Projectile Effect
« on: September 05, 2012, 04:29:22 AM »
I don't have anything to add to the projectile processing question. I've never used GM so I probably can't help with how you're doing the bullets that hasn't been stated yet.

For the random guns on robots question...Will there be multiple types of robots in the game (Weak, Strong, Fast)? If so, then I would probably have each Weak Robot have the same type of gun, as with Strong, Fast, and whatever other robots there are. I would make the strength of each robot's gun increase per level. For example, on level 1, Weak robots could have a normal Cannon. On level 2, they would have the same type of weapon (a Cannon) but with an attachment on it (Pulse, Silencer, whatever). Next level, same Cannon and attachment, but with yet another new attachment.

I don't like the idea of having each robot have a different weapon, as that would be far too confusing in my opinion and remove some tactics there could be in favor of more random game play.

Even if there is only one type of robot, I still believe each should have the same type of weapon per level.

Other Announcements / Re: ARRP HYPE THREAD!!!
« on: September 04, 2012, 01:08:59 AM »
LEFT FIELD HOTEL!!! Hopefully it doesn't come out a complete failure!

Early Dev / Re: ReallyReallyReallySimpleRoguelike
« on: September 01, 2012, 09:20:39 PM »
It looks interesting, but I feel that it needs a different name. ReallyReallyReallySimpleRoguelike doesn't tell me anything about it except that it's really simple.

Early Dev / Re: Encircled
« on: August 26, 2012, 06:54:00 PM »
Once the enemy population is down to reasonable levels, what would you think of taking 1 HP from the player every turn the player is surrounded and has no valid direction to move? That should make being surrounded a clearly bad thing rather than a mere annoyance, and with the lower numbers of enemies it should be avoidable.

I like this idea. Sometimes I would get surrounded with no where to go, and neither me nor the the enemies would be doing any damage forced me to just hold the wait key and hope something opens up. But you'll have to see if it doesn't unbalance anything.

Early Dev / Re: Encircled
« on: August 26, 2012, 01:09:59 AM »
I like the idea of having a structured level at first and having it get "messier" as time goes on.

As for the ranged weapons....yes, I think they should appear much earlier on. Maybe they can appear straight off from level 1, but be much weaker than later on.

I don't think that a 1/3 chance to alter terrain would do so much with the overcrowding. Well, maybe, I wouldn't know. You don't have to do it, but I still personally believe that there should be less enemies with more damage. Or just have less player heath as you mentioned. Either works. Just have the amount of enemies increase each round (If it doesn't already). Player health can increase slightly too.

Once you release another version, I'll be sure to check out again.

Early Dev / Re: Encircled
« on: August 25, 2012, 11:18:54 PM »
Ok, so I tried it out.

It seems that once you've played one dungeon, you've played them all. The dungeons just all feel the same.

I spent forever trying to get around the hoards of enemies blocking my way just to kill the 10 bosses. It's very hard to tell what's happening most of the time, since there are so many enemies and the tiles are constantly changing.

I noticed that the tiles that you can "see" light up more compared to the others. Why do you have a field of view if you can just see everything in the level either way? Maybe it's meant for a later version of the game.

I personally think that there should be less enemies, but they should all do more damage to the player. This would make it feel more tactical rather than "Hopefully standing here and holding the wait key won't get me killed!"

Other than that, I really like the idea of the game. I don't think I've played a roguelike with the attacks only working based on the combination of tiles around you. I'd love to see more varied levels though.

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