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Messages - Legend

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Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 11.1
« on: April 25, 2011, 08:32:55 PM »
I suppose a minotaur does fit the theme better naturally. I just thought a viking would be a little cooler since you don't see them very often in roguelikes (except in Ragnarok) and they are pretty badass I think. I know DCSS has Minotaurs. The reasoning for a viking being there could be that he traveled from far away because he heard of the hydra problem and came to slay them to help and for personal glory so he can return to his homeland a hero with great deeds to tell. 

Don't have any real ideas for how berserk would work. Maybe if the player can kiil so many hydras in a certain amount of turns, there is a chance he will go berserk? And the player has to continue to kill hydras quickly in succession in order to remain berserk. Berserking could lessen the damage that the player takes and maybe take off an extra head?

Just thought the boomerang might be a cool idea. Don't know if there is already ranged stunning weapon since I have yet to find one so far. Can't think of any specific cool ideas for a boomerang that would be that interesting off hand right now. Maybe if one edge was bladed so it could do a combo of cutting off one head and stunning another? Not sure if that would be considered over powered or not though. Maybe it could have a shorter range than the others since it returns and to make up for it maybe being too powerful?

I gotta say, this looks like a great game!

It is! At least I think so. I especially like how the screen is intentionally a little grainy with film scratches like old horror movies.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 11.1
« on: April 24, 2011, 08:20:44 PM »
Just curious if you were planning on adding anymore races? I think a viking race would be kinda cool. You don't see them that often and might fit with how dierse your current group of races are. I know a viking is technically human, but just a thought. Maybe they can start out with axes (if you implement them) and have a berserk ability? Would also go in theme with the runes.

Also was thinking about the boomerang. Maybe it could be a blunt ranged weapon used for stunning like zelda? And since their path of travel curves, it could make sense that they could stun more than one head. And of course it would come back to you.
I have not added arrow navigation of start/quit menus as Legend suggested...  using arrows for options in the Hall of Fame seems to be too much work to be worth it)

I can see the arrow navigation really not being very necessary for the Hall of fame. Still hoping for the start/quit menus though. Especially the quit menu. Actually if I had to pick one of the three, it would be the quit menu. Sorry for beating the dead horse.  ;D

Just curious if anyone else has played and enjoyed Nosferatu: The Wrath of Malachi?

I think it's an awesome game and very roguelike. Each time you play the game, the rooms are randomly generated except for a few and some events that always happen. The atmosphere is fantastic for a horror game and has quite a few good scares.

It can be a little buggy, graphics aren't the best, and the time restraints on some events are a little annoying, but still one of my favorite games. And the only real 3d first person game I feel has a very good roguelike feeling. Except for the lack of character generation that is. I think Dungeon hack is the only other first person game with randomly generated levels, but I think this one is way better.

Anyone else play and enjoy it?

Here's a couple vids. I don't think they really do the game justice, but here they are anyways.

Official trailer

Traditional Roguelikes (Turn Based) / Re: Brogue v1.4 released!
« on: April 20, 2011, 05:22:06 AM »
Is there a way to play in fullscreen? I couldn't figure out how when I tried brogue before.

Really cool game. I really like the style.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 20, 2011, 08:58:31 PM »
I think of an axe splitting a hydra in two as useful if say you encounter a hydra with more heads than you can manage with the rest of your weapons. Maybe you can't take out a single 10 headed hydra, but you could handle two 5 headed hydras.

I think you have not reached deep into the Hydras Nest yet

True, think my best is about level 9 or 10 so far. But I usually only have small spurts of free time to play. Still feel the same about the interface requests though.  :P And still one of my new favorite roguelikes. Definitely my favorite of the more abstract ones.

Was also wondering if maybe there could be a message that lets you know when you clear out all the hydras. Maybe colored text.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 20, 2011, 06:49:27 PM »
If the mushroom have a chance of poisoning the eater, then the result is that it is either useless to do this (if they give more damage than health on average), grant a minor but helpful benefit for doing tedious work (if they give slightly more health), or unbalancing (if they give substantial amount of health). Thus I don't see a purpose for this.

I see your points. It was just a suggestion/idea and not really necessary. I do wish the healing potions were a little more common though.

Why are shurikens out of place? I think a shuriken with 4 blades is the natural choice for a missile weapon which can cut 4 heads at once. Throwing stones would have to be a thrown blunt weapon. Boomerangs would be more out of place than shurikens, I think.

I meant the shurikens seem out of place because when I think of hydras, I think of Greece and when I think of shurikens, I think of Japan. You're right about the stones, guess I wasn't really thinking on that one. lol. A boomerang can be bladed and multiple use cause it comes back to you. Even though they didn't originate from greece either. Bladed disks are vague enough where they could fit in most settings I think.

I think you use the title screen and the 'q' screen too rarely to require the arrow navigation there.

I respectfully disagree on that one. Most players die rather frequently in most roguelikes (at least myself) and have to revisit these screen fairly often. I usually play several games in a row depending on how far I get or long I last. I obviously don't know exactly how hard it is to implement the arrow key navigation, but if it's not too difficult, I for one would really appreciate it.

In yes/no prompts, space is also interpreted as 'no'. (And also it exits some menus IIRC.)

The problem with the ESC key is that on some operating systems it seems to be interpreted specially, that's why it sometimes does not work. Can be fixed, yes.

I didn't know that. Wouldn't necessarily have to be the escape key then. I guess if the "q" key can be used to exit out of every secondary menu and to use as an alternative to "n". Just like to use the same key for all canceling.

Shields give protection as long as you have them in your inventory, and can be used as a weapon (a stunner, but usually much weaker than real stunners). I have posted a spoiler about shields previously in this thread.

Sorry. Must have missed that post.

Elves can just shoot the mushrooms with their bow, so mushrooms are not a nuisance for them. For other races, IMO it is a good idea anyway to always carry a dagger (and it seems that other players agree with that).

I know the elves can shoot them. It's just kind of a pain to have to always carry a dagger for the other races especially when only able to carry such a small number of weapons at a time.

BTW I would like to have a broad selection of weapons, but each weapon type would need to have a specific mathematical rule which makes sense for that type of weapon. I have idea for thrown stones (I think they would need some extra property to be useful), blade disk (alternative type of a missile blade), and axe. I would like to have spears/tridents/etc, but no idea for a rule for them.

Maybe an axe could divide a hydra into two? so a 6 hydra would become two 3 hydras? I think of the axe being used to split something down the middle. A trident might be able to do 1/3 of damage to whatever hydra it is used against instead of a specific number. Can't really think of anything for the spear except for maybe letting the player attack at longer range of maybe one space away, but that's not really a mathematical rule.

Hydra slayer really didn't look that appealing to me at first, but since I have tried it, it has become one of my favorite roguelikes along side Crawl, Frozen Depths, and Rogue.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 20, 2011, 02:01:31 AM »
Not to get greedy with the interface requests/suggestions, but I was wondering if it would be possible to navigate the other screens with the arrow keys as well? Like the end screen when you press "q" and the title screen. I know you can use the arrow keys to select the player race, but not the other options. Maybe use left and right arrows to choose the player race and the up/down arrows to choose from the other options like quit, player/character name, etc. Would probably need to add a "Start game" option too in order to use the enter key to make selections. Also for the high score screen.

Also wondering if it would be possible to use the escape key to exit out of all the menus, for "q",  and for "no" when the game confirms when you want to use an item. Pressing enter is the same as "yes" but "n" is the only way to select "no". Escape already seems to exit out of most the screens, but not all. It exits out of the inventory screen, but only if you press it twice for some reason.

Was also hoping that for the inventory screen, maybe the player could press "i" for item info and Esc to exit the inventory instead of pressing "h" for item info and "i" to exit. Mostly to cut out one extra key to use. Most other roguelikes also use Esc to exit out of inventory too.

Is the fungal necromancy potion the same as the mushroom spore one? I still haven't found it. The health potion still eludes me as well.

I think the elf is my favorite race so far. Mostly because of the bow. Can the bow be found in the levels for other races to use as well? I haven't found one yet. Just curious.

Haven't really found much use for the shields yet. They have to be the equipped slot in order to have any affect? But you can't use them to damage the hydras?

Thanks again for a great and unique roguelike.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 12, 2011, 05:14:26 PM »
My idea was simply to let the player gain 1 or maybe 2 hp by eating mushrooms. If you are worried about the player abusing it, maybe there could be a chance that the mushroom is poisoned instead of healing and take away a little life. Or maybe the potion that lets you make a trail of mushrooms would only spawn the poison ones so that way the player couldn't keep spawning mushrooms to heal themselves.

Was also hoping there would be a simpler way to take out the mushrooms by maybe kicking or stomping them. It's pretty inconvenient to have to drop your weapon, take out the mushroom, and then pick your weapon back up if you don't have a  weapon with a value of 1 to get the mushroom out o the way.

Shurikens seem a little out of place thematically. Maybe throwing stones, blades disks,  or a boomerang?

I still like your game either way. Just giving some ideas/opinions.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 11, 2011, 04:48:48 AM »
Legend, I don't think that is a good idea... walking around the level and eating mushrooms would be boring IMO

I really don't think anyone would spend the entire game running around and eating the mushrooms just cause they give 1 or 2 hp. I know I wouldn't. But if they were just there so if I was in a tight pinch, might be able to raise my hp just e little enough to survive a little longer by eating a few. Plus the hydras would still be chasing the player. And if the mushrooms are blocking off some hydra's, it still has a risk of letting them get you while you are trying to munch some shrooms. The mushrooms do nothing but piss me off to be honest. They are just in the way and it's a hassle to have to drop my weapon and pick it back up in order to get one out of my way if I don't have a dagger.  Don't get me wrong, I do see their purpose in the game for the most part. They just really annoy me personally.

provide extra heads for powerswipes/weaponcharges/elves/missiles, and Fungal Necromancy

I don't really understand that. How do they really benefit powerswipes/weaponcharges/elves/missiles, and Fungal Necromancy? What is fungal necromancy?

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 08, 2011, 08:28:01 PM »
Maybe eating mushrooms could heal 1 hp? That way it would provide a way to heal a very small amount of hp without unbalancing the game? And give the mushrooms a use besides simply being an extremely annoying pain in the tukhas.

Programming / Re: Anyone want to pitch in with references?
« on: March 08, 2011, 06:14:41 PM »
can never go wrong with the shwartz.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 08, 2011, 06:51:18 AM »
Took me a second to realize that only the letter in the inventory was being highlighted when using the arrow keys to select an item. Was expecting the whole item name to be highlighted. Works wonderfully though. Thanks.

The twin halflings are a bit confusing to use. Is there a way to name them both?

What is the TON button in the hall of fame screen?

Under the achievements screen, it says that I have managed to collapse 1000000 hydras in a single game and I managed to 1000000 hydras with a single power swipe. I don't know exactly what collapsing a hydra means, but I'm pretty sure I haven't done it to 1000000 hydras.

Are there any other ways to heal the player like a potion, scroll, or rune? Some other way besides just killing the hydras? If there is I must not have come across it yet.

Great game.

Other Announcements / Re: Searching for a specific kind of roguelike
« on: February 24, 2011, 02:17:29 AM »
I like how desktop dungeons lets you unlock new races and classes. I also really like how it unlocks new items that may be spawned on the level and monsters too.

I like how Doomrl lets you unlock new play modes. But I feel that most of them are a bit too hard to unlock since in order to unlock them, you have o earn certain badges. Most of the badges are rather difficult to achieve for the average player I think. At least for someone like me who only has a little time here and there to enjoy the games. And constantly trying to achieve the same badge over and over again like beating a specific level on a specific difficulty can get frustrating and annoying just so I can try to unlock a new play mode by reaching the next rank. 

Programming / Re: Non-random content
« on: February 23, 2011, 11:18:26 PM »
Quote from: Darren Grey on Today at 07:17:29 AM
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.

Kinda reminds me of DoomRL. Although there are no quests, the special levels usually have pre-designed non-random layouts and specific items that appear. But some of them are almost necessary to complete like the wall to get the backpack which helps out a lot with inventory management. I don't really like the way it works that much though since you can only beat the Wall if you have some way to break it, so it becomes necessary to complete the Arena level first so you can get a rocket launcher unless you get really lucky and find one in the regular levels.

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