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Messages - george

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61
Off-topic (Locked) / Re: US Presidential Election Tie...Possible
« on: November 06, 2012, 02:32:30 AM »

I'm more amused by the system that comes down to an entire state handing over all its 'president deciding power' depending on which candidate the majority of the inhabitants of that state voted.

So really, the people aren't directly voting. Oh well. I'll just enjoy my monarchy lol.

I agree the system is not great, but it's designed that way for a reason (though a couple of states do not use this system btw). If it was a majority vote then states with huge populations (like California) would dominate areas of the country with less population but as much right to represent their issues via their candidate of choice.

62
Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 26, 2012, 05:25:59 AM »
Btw, a Kerkerkruip review:

Quote
Anyway, the real question is - is it any good? Yes, yes it is. It's short, has fun and intuitive combat, strange rooms to explore, better artefacts to find, monsters to fight, and all that. The length really does help with the addictiveness - you'll always be wanting just one more go. Maybe this time you'll get past the mindslug, now you've beaten Malygris in easy mode it's only fair to have a go at the harder setting now, and so forth.

So. All in all, tremendous fun, and I hope Victor Gijsbers keeps releasing updates for a long time to come.


63
Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 26, 2012, 04:26:34 AM »
As far as a HUD goes I've seen some ideas,






64
Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 26, 2012, 01:03:01 AM »
I don't know if the combination is that far fetched. There are muds with randomized content and they have been/are popular.

I can't remember the name of the game but someone posted on the forums here with an IF RL some time back. It was written in Inform 7, the same language used for Kerkerkruip.

If anyone gets interested in Kerkerkruip there's quite a bit of development happening on it right now. See http://www.intfiction.org/forum/viewtopic.php?f=22&t=5697&sid=3f438abc5b503bf94f3f8b73ab4b84e4 .

65
  It's like porno. I know it when I see it. And I like it.

-Jo

I'd say it's like sex. Everyone says they're doing it. Some people really are doing it. But only a few people are doing it well.

66
Traditional Roguelikes (Turn Based) / Re: Lanarts (now at 9/11/12 v0r7)
« on: September 16, 2012, 12:18:32 AM »
Hey, this has a really cool feel to it. One thing I would recommend, give arrows a chance to break/stick in the corpse, otherwise the archer is not as challenging.

I've always loved Gauntlet style games so I like where this is going.


67
Traditional Roguelikes (Turn Based) / Re: RailRL ALPHA (ARRP)
« on: September 15, 2012, 09:56:02 PM »
For a harvesting/building game like this it'd be convenient to have quick keys, where you could say "I'm harvesting wood", and then just run around hitting 'g' or whatever and harvest wood. Similarly for building, you could say, "now I'm building tracks", and run around doing the same (if you have the resources of course).

68
Traditional Roguelikes (Turn Based) / Re: RailRL ALPHA (ARRP)
« on: September 15, 2012, 08:00:29 PM »
A train runs over you.

I love it :).

The hexes are cool too. Good work and a nice looking engine as well.

69
Programming / Re: Blacken 1.1 Released (Java Roguelike Library)
« on: September 15, 2012, 07:06:30 PM »
Speaking of SquidLib, I'm wondering what its differences are with Blacken. Is SL mostly a UI library while Blacken is more like libtcod?

70
Off-topic (Locked) / Re: Mac mini
« on: September 14, 2012, 12:44:05 AM »

71
Off-topic (Locked) / Re: Mac mini
« on: September 12, 2012, 04:06:26 PM »
There are PC Mac Mini-likes. Look here,

http://www.thebookpc.com/

(my high school soccer team was pretty rough btw)

72
Programming / Re: Blacken 1.1 Released (Java Roguelike Library)
« on: September 12, 2012, 05:25:13 AM »
congratulations, I think this is a real step forward for JVM RLs.

73
Early Dev / Re: SWOOOORDS! - Multiplayer Action Roguelike-like
« on: September 09, 2012, 04:36:36 PM »
this is one of the few games where I stopped to listen to the title screen music.

I get the feeling this is best played with a gamepad, anyone else have a comment on this?

I love the action and the visuals. There was one part where four or five enemies were inside a walled spinning blade track thing (is that part of the roguelike generation?) and jumping in there to fight it out was great.

74
Programming / Re: Balancing the game
« on: September 06, 2012, 05:04:41 AM »
If you really want to get analytical about it start with a simple spreadsheet. Calculate the average DPT (damage per turn) of each monster as well as the DPT of your hero for each level assuming they got all the items/powerups for that level. Estimate the CTB (chance-to-bump -- making up RL acronyms is fun :) ) for each monster based on monster AI and level size. Estimate the TOL (time-on-level) for each level. You can combine CTB and TOL to get an estimate of DPT on each level. Graph that against player defenses per level and you get an idea of overall damage taken. You'll need to balance that against player healing and monster kills of course.

Some of these estimates you can refine with in-game profiling. Start gathering game stats (like damage dealt, kills, moves made per level) on your player now.

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