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Off-topic (Locked) / Re: Monster's den
« on: August 27, 2011, 07:32:02 PM »
FastCrawl is a stand alone non-flash game that is practically the exact same thing as Monster Den. I actually think it came out first.
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Somehow, i think that it may be interesting for DoomRL fans, so maybe you should advertise your game on their forum too?
like a nail gun from quake. An early arcane and archaic firearm created by creatures from another world.
Thanks! Release 7 is coming this week...
EDIT: This can be solved by making it extremely hard for a player with poor items to win. A spontaneous idea is a monster that's practically impossible to beat, so you are forced to solve the situation by for example using some item granting invisibility. Maybe not a perfect idea, just something to show that exploration can be encouraged or even forced.
Then people going heavy on sneaking would get descension bonuses, while fighters would get descension+fighting bonuses. Sneaking characters would still miss out.
This would mean that the player is rewarded as much for evading a monster as for killing it. You could build a sneaky character without feeling cheated of xp.
MageGuild deals with this, IIRC, with scouring the level for a power-choice granting item or so combined with descension as the way to go as just killing enemies won't grant you XP levels and whatnot.
Perhaps a mix in order? Certain power trees come from combat, some from treasure finding/exploration/general dungeoneering from a given level, and some from descent outright---mix and match as you choose/can afford to in the random world/emergencies.
It's all good ideas
I'm about to implement some things to make the game more sneak-and-evade-oriented:
*Sneak skill - There is a certain chance that a monster do not become aware of you even if it has line of sight. This is re-rolled each turn until it becomes aware.
*Listening skill - You listen for footsteps or other idle monster sounds. This can give clues to what's behind a door for example. Maybe it can also print an 'X' on the map in the direction of the sound.
*Backstabbing (or something equivalent) - Attacking a monster in melee when it is not aware of you may give bonus to hit chance and damage.
To emphasize this new aspect even further, I am very tempted to change the way you gain new levels. The idea is to get rid of xp; instead you gain a level when you go to the next dungeon level.
This would mean that the player is rewarded as much for evading a monster as for killing it. You could build a sneaky character without feeling cheated of xp.
This sometimes happens to me. It's pretty common to hit a move button, then think that you issued a move command, when you actually just confirmed a [MORE] prompt.
I'm thinking of having [MORE] prompts only be confirmed by the space button. This would be nice in certain instances, like when you step on a teleport trap. As it is now I tend to walk a few steps before I realize what happened. There could be an option in the config file to make any button confirm the prompt.
I'm in the process of comming up with more bonuses at the moment, so this is a welcome idea. There could be a bonus called "Carrying" (just one rank), with Toughness rank 1 as a prerequisite.
No such things yet. I agree that they could fit, but the melee weapons that are there now needs to be differentiated more first. No sense in adding another one that differs only in name, damage, and hit difficulty.
I did some testing, and everything seemed to work fine. I got myself almost surrounded, and I could move between and around the group in every way. I did it both with the numpad and the new shift/ctrl+arrow keys movement.
Does the problem occur only when you use a game pad?
[About the inventory; It would perhaps be nice to have more space.
But come on? Three half-empty pistol clips? Just throw it away or use it quick. /quote]
Lol. You really expect me to throw away/waste ammo when it seems kinda scarce as is. I tend to save my bullets for zombies and occultists. I use melee on the rats and spiders.
I got confused for a bit on how reloading works. I assumed it would take whatever bullets I had in a spare clip and add it to my current one. Not switch the clips out entirely. I tend to reload after a gun fight even if I have bullets left and would end up with a clip of 1 bullet in my inventory. This confused me at first. It is much more realistic though. It would still be nice if the clips could stack a little. Or some sort of back pack/ammo belt item that would let you hold more inventory/ammo. I never really liked how DoomRL handled this since you can only get the backpack by going to a specific level every time.
Maybe it could be some sort of trait/skill? For each level of it you can carry a few more items or ammo? I think that would be interesting.QuoteWill do.
I suppose people want DoomRL semantics, so I'll put 'z' as "swap to prepared weapon", and 'Z' for "select prepared weapon".
I suppose DoomRL may have gotten some used to the idea. I think nethack and crawl actually have a swap weapons key too (Haven't played those two in a little bit). One key to switch between the current weapon and the last wielded weapon would be enough I think and set it apart a little.QuoteThere are scrolls of healing.
Guess I just haven't found one yet or haven't read it when I had it.
Just curious if there was a sythe weapon in the game? Seems like it would fit. SPiked Mace? :p
Just wanted to say that I enjoy your game very much and I think that although it may have a tiny bit of similarity with DoomRL (and some of my input/feedback may have been influenced by it as well), it is definitely it's own entire game. I wouldn't even really compare the two. Just wanted to say so since you seem a little concerned about people thinking of Infra Arcana as a DoomRL clone or wanting it to be just like DoomRL.
I noticed dynamite doesn't seem to blow up the trees in the intro level.
Yes I know, it's a limitation I did to make certain things easier for me, and I'm totally fine with this. The forest is such a small part anyway.Was mostly just an observation. Not like the player needs to blow up trees.
Can you do anything to/at the altar?
Short answer: No. Long answer: Well, stuff like prayer or sacrifice means having some sort of religion-system. This is something I certainly want to add in some manner, but now is not the time.There could be other things to do at alters or any kind of dungeon feature like simply searching it, trying to knock it over, push it, examine it. Things like that.
I read some comments on another board about your game and I think I have to agree with toning down the respawning a little. I rarely make it past the first level of the dungeon because I just keep getting swamped by creatures and no way to find a safe place to heal since I can't get away from them and find a door that isn't broken to close. Plus I have very little equipment and have only gotten as high as level 3 once while still on the first level.
Hehe, you're a Codexer? Do you post there? Or did you just stumble upon the thread?Just stumbled there.
I can agree that the spawn rate is a bit much.
I'll ask the same question here as there;
Is it the initial amount of monsters, or the rate at which they spawn during exploration that you find too high (or both?)
I noticed that I can't seem to move from enemies while they are attacking me. Particularly trying to move diagonally away from them or between to enemies. I can never seem to move diagonally between them.
I'm not sure what you mean here. Are you saying that the game literally refuses to let you take a step away from them? I'm a little confused and worried.
Maybe some other traits that could be picked would be specific melee weapon proficiency like bladed, blunt, pointed, etc.
Yes that post concerning more and smaller bonuses was interesting. I'll have to sketch up a revised bonus list when I find the time.
Could you please elaborate on the effects of insanity? I can't seem to figure out what it does.
I could to that, but first let me ask you, did you read the "Insanity" section in the manual?