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Other Announcements / Re: 50 Days till the Annual Roguelike Release Party
« on: July 27, 2012, 06:32:40 PM »
Looking foward to this!
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Not at all! I've played a lot of games with horror feel where you were able to slay monsters and they were still scary. If a game is balanced properly, even killing a monster doesn't give you a sense of ultimate power. You rather think: "Damn, I've barely killed it, if I didn't have so much luck I'd already be dead!".
No. I like horrors where only one thing is worse than the hordes of monsters that can be encountered: me. Running and hiding makes me feel pathetic. I hope this is not the only planned way to play this game.
Some remarks from me:
1. When I pressed "u", it took me a long while before I figured out what to press then to select a flashlight. Expected [enter] or [space].
2. Player is unable to control movement with arrow keys, only numpad arrows seem to work.
3. No 'Look' command or something that would allow to learn what certain objects are.
4. No way to comfortably pick up several items in a row.
Besides, it was fun to explore the building, at least until that Pacman-like characted jumped out and ate me. Looking forward to see a more playable version soon.
I'd give MAngband a try, if I were you.
If you're shy of interacting with the playerbase (which is, like, 4 people.) it's easy as pie to set up your own server.
Player A hits the Enemy on turn 1. Enemy flees.
Player B runs into the Enemy on turn 2. He throws a potion at Enemy, which happens to be a potion of gigantism. It lasts 10 turns. Player B and Enemy pillar dance for 8 turns.
In the meantime, Player A gets a cup of coffee, comes back and takes turn 2.
Player B hits the Enemy and it flees back to Player A on turn 11. According to B, Enemy has gigantism for 1 more turn. According to A, it's turn 3.
S'alright. Basically MAngband works by advancing the game 1 turn ahead every second (maybe a bit less than a second?
Before I continue though, I strongly suggest you use the search bar on this forum because this topic has already been fairly discussed recently
One solution that comes to mind is turn-based but asynchronous - so you can go up to say 10 turns ahead of or behind another player in your party. It would have issues with people doing actions together they didn't intend (accidentally bolting friends, etc) which would be especially bad with lag, but it would solve the whole moving around slowly problem.
It doesn't look good, the funding seems to have stopped on halfway. I think it's revealing how limited interest there is for roguelikes.