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Messages - Legend

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541
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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.

I don't particularly like this idea myself. One of the best things about roguelikes is that the player has quite a bit of freedom and is free to act almost any way they wish. Forcing them to play a certain way would take away from that. Plus it would eventually become stale if the player had to find that one certain item on each and every level then fight the super monster on each level too. 

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Then people going heavy on sneaking would get descension bonuses, while fighters would get descension+fighting bonuses. Sneaking characters would still miss out.

I imagine sneaking characters could still get combat bonuses. Especially if they are going to have some sort of back stabbing mechanic.

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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.


Maybe you could add a way for a sneaky character to gain xp from successfully using their sneaking skills when they manage to sneak past monsters without getting noticed? Like say if they manage to make it all the way past the monsters line of sight without getting noticed. Perhaps they could only be done successfully once or twice so it can't be abused for xp either?

Although I do love the idea of trying to innovate and come up with a different alternative to the usual xp systems, I think some of the ideas may be going a little into left field and becoming a bit over complicated. And may result in forcing the players to play a specific way. I don't think the player should be forced in this way at all.  No offense.

Personally, I think the way the xp system works right now is good. It's simple and rewarding.

542
Anyone try this yet? Looks cool.

543
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.

That does sound like a reasonable idea.

544
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.

That sounds very interesting. I've wondered before if a roguelike could work by simply gaining a level/new trait every time they enter a new dungeon level. I think there's definitely a possibility of this working. Not sure how receptive the majority of the community would be to it though.

It would definitely eliminate grinding for the most part I think.

On the other hand though, it means every time you enter the fifth level, you will have 5 traits. Every time. It also kinda eliminates some of the risk/reward factor for actively engaging the enemies and trying to explore the entire level.

Kinda hard to say if I'm personally for it or against it. Maybe when you release the new version, you could release two versions? Both versions would be exactly the same  in all other changes/additions that you make to the game but one would use the current experience system and the other would use this new idea of gaining a level every time you finish a floor. I think if you do this, you are more likely to get constructive feedback on it since players can compare the two systems side by side.

545
I was just thinking. If you do plan on adding Dungeon features. Maybe some of them could be movable ones like book cases, barrels, statues, etc. The player could push them in front of door ways to block them. This would help to keep the reanimated corpses and such from breaking through the doorway. Or at least keep them out longer, hopefully long enough to get a heal in. The trade off could be that the player has a chance of spraining themselves when they do so.

I think this would add to the atmosphere of the game. Kinda like in Cthulhu - Dark Corners of the Earth where you had to escape the enemies by running and blocking the doors with book cases and such.

Statues would have a greater chance of spraining the player. Barrels would be the weakest and also possible contain items. Similar to chests.

546
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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.

That is probably exactly what is happening. Although, personally, I hate the "press space to continue [MORE]" prompt like in Rogue. If it does get added, I for one would definitely prefer it as a configurable option.

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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.

Personally, I think it would be better with more than one rank and without a prerequisite. Or at least preferably without a prerequisite. If it is a one time bonus with a prerequisite, I think it should add a fairly significant amount of carrying capacity added. Otherwise, it could be a bonus that you could add multiple ranks to, but each rank only adds a little extra space. Something like 2 slots per rank.

I think this method would be a little more interesting and make the players choice of what to boost more meaningful. Whether they could really use at least just a little more space and go for it again next level, or hold off and boost their strength or agility instead. I know if it was a single rank one time bonus, I would always pick it first or second. This would make it kinda boring and might as well just be automatically added inventory space instead of a selectable bonus. I think so anyways.   

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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.

Maybe mace could replace the club? Club seems a little boring. To me anyways. Good point about waiting until they can all differ in more significant and meaningful ways.

When you do start adding more traits, I hope there aren't going to be too many with prerequisites or ones that cut off the possibility of getting certain other traits. That's something that doomrl does that always kinda annoyed me. It forces the player to play a certain way once they start heading down a certain path with what traits they pick. I like the idea of being able to level them up any way I choose in any order. You don't see that too often in Roguelikes. Although a couple prerequisites would make a little sense, just hope they aren't too high and I definitely don't like the idea of being restricted from getting a particular skill because I also wanted another. My $0.2 on it.   

547
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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?

Yeah, I am using the gamepad. But the program I use emulates the key strokes and I never had the problem before.

Either the several enemies hitting me when I try to move is making my movement get cancelled somehow or I may just not be paying enough attention or interpreting what's happening wrong and it's kinda all in my head. Which could very well be it.

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[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.

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Will 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.

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There 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.

548
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I noticed dynamite doesn't seem to blow up the trees in the intro level.
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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.


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Can you do anything to/at the altar?
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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.


Quote from: Legend
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.
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Hehe, you're a Codexer? Do you post there? Or did you just stumble upon the thread?
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?)
Just stumbled there.

Kinda hard to say really. There is no way for me to know how many monsters started on the level.  I wasn't even aware they were respawning until someone else mentioned it in that thread. I just thought there were tons of enemies.

Sometimes it seems like a level is almost empty then, "bam". I'm getting swamped. Especially with the zombies popping back up while other enemies are at my throat.

Or I just barely manage to explore the whole level without dying and make my way back to stairs and I get ambushed by several creepies when I turn  a corner.

Quote from: Legend
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.
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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. :P

I'll be getting attacked by enemies and try to make my next move a step away from them. My player doesn't move, I get the action messages about how the whatever enemy hit or missed me, and my guy still hasn't moved but it's my turn again. Very occasionally he does move though. But this is only when I am getting attacked by several enemies at once. Like 3 to 5, but not completely surrounded like there wasn't a space to move.

  @Z  <- this is what I mean by moving between them. I want to go down-right diagonally. Never lets me.
   r

Quote from: Legend
Maybe some other traits that could be picked would be specific melee weapon proficiency like bladed, blunt, pointed, etc.
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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.

I'd like to see a few more, but not too many really. Personally, I think DoomRL and some of the more major ones have a little too many to pick from and it gets a little bogged down.

Quote from: Legend
Could you please elaborate on the effects of insanity? I can't seem to figure out what it does.
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I could to that, but first let me ask you, did you read the "Insanity" section in the manual?

Lol. Of course I didn't. Sorry about that. Guess I just assumed there was nothing new in there that I needed to know for some reason.

After reading it, it made me think that maybe by examining things like the Altars and seeing blood, strange designs, etc, it could also effect the player's sanity. Or they could find something useful. Would give searching/examining them a risk/reward factor. You could also add things like painting, torture chambers/instruments etc.

Been playing a bit more and Two things seem a little unfair.

Mainly, such a limited inventory. It seems a little too small. Not counting the slots for rings, worn armor, held weapons, etc, the player only has 15 slots for items. This makes it very tough to manage. Especially the ammo ( what little I have found btw). I think at least the ammo should be stackable to an extent.  I ended up with 4 clips of bullets. One had 7, the others 4, 3 and 3. The same bullets. THere should have been someway to have them all fit in a single clip or if the max clip size is 7, then they should have fit into about 2 and 1/2 clips instead of 4. I think there should definitely be at least about 20 inventory slots and tweak the way ammo is stacked a little.

There seems to be a little bit too little ammo for the amount of enemies popping up early on. I'm not saying make it tons. Just a little more so there is still a good danger of running out and having to make shots count.  

Another feature request I had was for a prepared weapon slot and a command to switch between the prepared and wielded ones. Or at least just a key that lets you swap out your currently wielded weapon for the last one you had equipped. I find myself constantly switching between a firearm (when I have the ammo  :p  )and melee weapon most the time to conserve ammo 9and this would come in very handy.

Thanks again for the menu interface tweak. Having a blast playing with a gamepad. Gonna try to fit in one or two more games real quick before sleep. Have only gotten to level 3 so far and most cause I was running for my life lol.  

p.s. it would be nice if the intro back story was presented on the tittle screen or as a menu option to read it.

***EDIT***
About the too many monsters/respawning too much. I just opened a door and got mauled by 6 reanimating corpses on the very first level! Fought hard and put them all down I think at least once, but only had 2 hp at that point.

Also, I like the way healing works, but it might be kinda nice if you get at least partially healed if you are applying first aid and get interrupted. Or maybe some sort of small semi-rare healing item for when you are in tight situations and the time for first aid is simply not an option.

***Edit 2 (about 2 minutes after the last one)***
Just got devoured by a pack  9 wolves in the forest before even stepping foot in the church. The one that dealt the killing blow actually came out of the church just as I saw the entrance.

549
Other Announcements / Re: Most essential nethack and crawl commands?
« on: August 09, 2011, 02:35:52 PM »
Haven't tried mage guild yet. I wish crawl would make the inventory, drinking, equipping, etc menus navigatable with arrow keys like they do for the main menu and character select menus.

I tried mapping out crawl last night for the gamepad. I basically mapped the entire alphabet in in a specific order on all the buttons on the right side of the gamepad so it would be easier to remember and kept the left side reserved for shift, movement, ctrl, and the button to toggle mappings. Have to toggle through 4 mappings to get it all in. Not quite working for me though.

I want to figure out the most needed keys to be pressed so I only have to use 2 mappings. By keeping the movement keys, ctrl, shift, and the toggle button constant, I can fit 26 to 30 keys to assign. I would prefer 26, but would go 30 if I had to. Since I have shift and cntrl as constant, I only need to map certain keys like w for wield or wear once instead of twice.

Was hoping I could get some more suggestions. Not of the exact commands, but more like the main letter, number, or symbol associated with the command. For example. "." is used to rest.search. Shit+"." is used to go down stairs. So I only need to map the "." key since I already have shift mapped so the same button would also be used for ">" by holding the shift button.

Thanks for any suggestions.

Just looking for Crawl specifically at the moment.


550
I finally got a chance to sit down and play some more. Very cool. I loved throwing a moltov coctail in a room full of spiders over the top of them and into the middle and watching them all catch fire.

I noticed dynamite doesn't seem to blow up the trees in the intro level. Some variation to the church lay out would be cool. Can you do anything to/at the altar? What about the graves?

I discovered the green spiders. Guess there's no need for the Scarrow idea I had since they blinded the hell out of me. lol. Might be cool if the spiders had more interesting descriptive names instead of just white/black/green/etc. Unless the effect of different colored spiders was randomized each game like potions in Rogue. I've never seen random enemy effects in a roguelike before.

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.

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.

Maybe some other traits that could be picked would be specific melee weapon proficiency like bladed, blunt, pointed, etc.

Can't wait for potions.

I never get a throwing knife back if it lands on something else like a doorway or a corps etc. At least not that I've noticed.

Haven't been able to find anything by searching yet. Is there anything to find implemented yet?

Could you please elaborate on the effects of insanity? I can't seem to figure out what it does.

That's all I can think of for now. Very fun game.

551
Classic Roguelikes / Re: Arg.
« on: August 08, 2011, 12:09:29 AM »
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I can recommend DoomRL. Huge fun, loads of blood. Not 100% pure RL (it does have space marines instead of Elf Wizards ), but very easy to get into. Easy to win.. is rather uncommon. I can't think of one right now.

I keep hearing that it's easy to win. I've been playing it for a couple years now and still haven't won once. Only have a handful of badges unlocked. Still very fun though.

Not really "easy", but if you like Rogue, I suggest you also try out MAG. It has a very similar play style to Rogue but with a couple tweaks. Try ClassicRogue and MAGHD from Donnie Russel's website. He made some wonderful windows ports with nice little touches like sound fx. Also has flash versions and Rogue for GBA and DS.

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http://www.freewebs.com/drussell/

552
Temple of the Roguelike / Re: Roguelike Round-up
« on: August 07, 2011, 05:01:39 PM »
Donnie Russel has recently updated some of his awesome ports of classic roguelikes.

Classic Rogue
Hack Revived
MAG HD
Larn HD
Rogue for Gameboy Advance and DS
Hack for GBA and DS

Maybe they could be included in next month's edition.

I hardly ever see anyone mention his ports. They are Awesome.

http://www.freewebs.com/drussell/

553
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Would a blunderbuss fit the time period?
It's an old place so they could have them lying around. But wouldn't it be extremely weak compared to the Tommy gun and shotgun? It would need to have terrible damage and aim?

You're right. For some reason I just thought one would be cool since you hardly ever see one in any game and it has one of those Dr Suess odd horror feel to it. For me anyways.  Maybe it could be weaker, but have a larger spread than the shotgun. It might be stronger than the pistol/handheld guns? Not sure what kind of ammo it uses though. I remember thinking it was cool in the Deathtrap Dungeon game from Eidos. Just threw it out there.

***EDIT***
Maybe if the chains and hooks don't make it in as a trap, maybe they could be a weapon? Kinda like a long range melee weapon like a chain whip (with a hook at the end). And it could snag enemies from further away and bring them closer. There was something similar in the Blood 2 expansion pack.

Maybe the ball/sphere from Fantasm might make a cool cameo too as either an enemy or item/weapon.

******2nd EDIT*****
I haven't gotten very far yet so I don't know if it's in there already, but maybe a spiked mace or flail would be a cool melee weapon? I think it would be fitting with theme of the game.

554
Awesome! That's so cool that you added the menu navigations. Thanks a ton. I know I'm probably the only one it really matters to.

Just wish I hadn't found it just now. I have to go to sleep and get up in about five hours to work a 12 hour shift. But I wanna play! lol.

The chain idea in the version 5 post sounds cool. Anything Hellraiser influenced is cool to me.

Maybe the Scarrow from Clive Barkers Undying would fit in the game too. It has a very lovecraft look to it and is interesting because it can appear out of the floor and can blind the player. Not sure how difficult that would be to code, but still think it would fit.

It would be kinda cool if thrown rocks could be used to distract enemies to go in another direction as long as you are not in their line of sight already. It would give it a little survival Horror feel.

Would a blunderbuss fit the time period?

555
Traditional Roguelikes (Turn Based) / Re: Infra Arcana release 5
« on: August 05, 2011, 05:27:07 AM »
Just curious, ever think about adding some hellraiser/hellbound heart inspired creatures to the game? I always thought some clive barker inspired cenobite-like creatures  and/or elements would be cool in a roguelike. Maybe even the LeMarchand box as a rare item.

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