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Messages - Legend

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586
Programming / Re: Non-random content
« on: February 23, 2011, 11:18:26 PM »
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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.

587
Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 9.0
« on: February 23, 2011, 08:57:08 PM »
I was wondering if it would be possible to make it so the inventory screen could be navigated by using the arrow keys as well as the letter keys. Kinda like doomrl. So the player could use the up and down arrows to select the item to use. Personally, this is my preferred method of selecting items from an inventory screen. It also helps since I like playing roguelikes with a gamepad using xpadder. 

588
Other Announcements / Re: The original Rogue manual.
« on: February 23, 2011, 08:52:25 PM »
The intro to the DND manual really helps set the mood to get ready to play a fantasy computer game. It even mentions classic fantasy characters like conan and the Grey Mouser. I'll see if I can find it and post a snippet.

589
Other Announcements / Re: The original Rogue manual.
« on: February 21, 2011, 07:12:27 PM »
fun to read means that it's entertaining and interesting to read. At least I think so.

590
Other Announcements / Re: The original Rogue manual.
« on: February 20, 2011, 07:16:51 PM »
The rogue manual is a fun read. I particularly like the Epyx version manual. The manual for DND by Daniel Lawrence is also fun to read. Particularly the intro.

591
Programming / Re: Realistic Zombie Apocalypse ANSI Shooter
« on: February 12, 2011, 04:21:59 PM »
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I dropped ZZT ages ago because it couldn't generate random maps

I actually remember a couple of modules for ZZT that did generate random maps. Can't remember the exact names, but they were made by the same author and I think one had "December" in the title.  I believe MZX is more powerful than ZZT anyways.

592
Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 9.0
« on: January 27, 2011, 04:08:19 AM »
Thanks for the shield spoiler. It was very helpful.

I was wondering if you intend to make it possible to return to the previous level? I left some weapons on a level and went down to the next, thinking I could return to the previous level to pick up the weapons again if I needed them. I found out the hard way that it's not possible and those weapons were then lost. Instead, I was just resented with the Quit/save Menu.

I was hoping, that maybe in a future version of the game, the player may be able to travel back to previously visited levels.  On the other hand, I can somewhat see how this may create a slight balance issue. Perhaps if the player was only allowed to go back a single level and if a smaller amount of hydras respawn when entering a previously visited level? That way if the player wanted to try and stash weapons like I intended to, there would be a risk in retrieving them and since you could only go back a single level, you can only keep as many weapons there as you could carry. And if you left something on say level 3, you clear level 4. You can go back to level 3 to pick up the weapons if you wanted, but once you enter level 5, you can no longer revisit level 3, only level 4 and so on.

Just an idea/request.

593
Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 9.0
« on: January 25, 2011, 09:24:24 PM »
The twin halflings are a very cool addition and give a nice variation on play.

Definitely like being able to go back to the main menu after dying. Although it's kinda awkward having to press "q" to get to the death menu after dying. Often times, I don't realize I'm dead because the screen doesn't automatically go to the death menu.

Still hoping for a yes/no confirmation on the inventory screen. Most roguelikes I have played use the inventory screen to just view your items or have an additional command to use the items from the inventory. Admittedly, simply pressing the letter of the item to use it does speed up play, but on a few occasions, I have wasted items by accidentally pressing a key I didn't mean to or forgetting to press "h" before pressing the letter to get info on the item. 

Still getting the hang of how the game works. Still not sure on everything. I never was that great with math.

Weapons with a B# makes the hydras grow heads?

S# means it stuns enemies.  What's the benefit of stunning a hydra if you don't have any runes of decapitation besides just keeping them immobile for a few turns?

M# is a missile weapon that has to be thrown or fired?

How do the bucklers/shields work exactly?

Having to drop your weapon to remove mushrooms is kinda annoying.

Kinda frustrating to have to switch between weapons when using the bow since you can't move while wielding the bow.

A very fun and different kind of roguelike. I like the abstract style of it.

594
Off-topic (Locked) / sound mods?
« on: January 25, 2011, 07:54:27 AM »
I've seen a few sound mods/add-ons for existing roguelikes. I've found one for Crawl, Nethack, and Angband so far. I was wondering if there are anymore that anyone knows of. Particularly for Rogue. Particularly the early and Epyx Rogue versions (1.1, 1.48, and 1.49 with the smiley face character)

Any others that have sound built in during console mode like doomrl?

595
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: January 25, 2011, 04:40:08 AM »
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Most levels are cold, but some levels are warm, causing your temperature to rise for no apparent reason. Did you check the @ screen to see if temperature was rising? (Simply waiting by a camp fire causes your temperature to rise quickly as well, but in that case the reason should be obvious.)

When I first entered the level, level 4 or 5 I think, it gave me a message about it being warm on the level.  The entire time, I stayed at warm and didn't take any warming food or extra clothes. I did have a cursed linnen hat on though. I spent most of my time exploring the level, and making sacrifices to the goddess in hope of getting my cursed hat off of me. It wasn't until I decided to leave the level that within just a few turns, I went from warm, to hot, to boiling, to dead.

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It vorpalises a weapon or a piece of armor. Come to think of it, if this got you a 'heat draining' weapon, it makes you absorb heat from killed monsters. You'd have to do an awful lot of killing to boil that way, though.

I put a crude bronze breast plate that I had crafted on the alter. I didn't notice any difference between before or after I put the armor on the alter.

596
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: January 24, 2011, 09:50:56 AM »
Anyone know what's up with all of a sudden getting hot and dying from boiling for seemingly no reason. That's what happened on the last game I played. I was doing reasonably well too. Also, anyone know what the blood stained alter that you place armor or weapons on does? Or the shrine that makes a red flash appear next to your equipment?

I've ran across all sorts of things like the ones I've mentioned, but still have yet to figure out what effect they actually have. Still bitter about boiling up for seemingly no reason.

597
Off-topic (Locked) / angband 3.2.0 dos version?
« on: January 23, 2011, 10:55:35 PM »
Is there a dos version of Angband 3.2.0 somewhere? Or a way to make the game full screen and in a console only mode? Without any windows menus?

598
Off-topic (Locked) / Re: Random RL Game
« on: January 23, 2011, 10:52:44 PM »
1. Khordzor (a town in the Syunik Province of Armenia.)
2. Volcano
3. (11) Let's Start From The Very Beginning (Yuna Rule)
Whenever there is a sequel to an RPG that features the same main character as the previous game, that character will always start with beginner skills. Everything that they learned in the previous game will be gone, as will all their ultra-powerful weapons and equipment.

You return home to the town of Khordzor. It's been not so long since the last time you were there and and saved the town from a wicked lazy-eyed dragon. You have now returned home from your quest to vanquish the gnarled demon bunnies from the north only to find that the town is in peril of being engulfed by a nearby volcano spewing hot molten purple goo. You quickly set off on a way to stop the volcano and save the town, but despite your many journeys and accomplishments on your past quests, you feel as though it is all for the first time and are quickly defeated by a level 1 flaming tit-mouse of doom.

Kind hard to come up with something for the start from the beginning rule. Hope it was entertaining in some way.

599
Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 8.0
« on: January 22, 2011, 06:49:20 AM »
Most roguelikes do just exit upon death, but some don't. Like Incursion and DoomRL let you go back to the main title screen. Given the rather quick gameplay sessions of Hydra Slayer, I think it would be nice to have an option to go back to the main title since the player is presented with some options upon death anyways.

600
Here's a link to ClassicRogue:

http://xcopfly.com/download-library/

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