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Messages - Legend

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586
Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 10.0
« on: March 11, 2011, 04:48:48 AM »
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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.

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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?

587
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.

588
Programming / Re: Anyone want to pitch in with references?
« on: March 08, 2011, 06:14:41 PM »
can never go wrong with the shwartz.

589
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.

590
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. 

591
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.

592
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. 

593
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.

594
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.

595
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.

596
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.

597
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.

598
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.

599
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?

600
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.

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