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Messages - ekolis

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61
Design / Re: This Would Make A Great RL
« on: March 01, 2014, 08:39:44 PM »
I think Angband actually has a vault based on the Pacman level :P

But yeah, an actual roguelike based on arcade games might be fun :)

62
7DRLs / Re: 7DRL 2014 Hype it UP!
« on: March 01, 2014, 08:38:00 PM »
So is there supposed to be some sort of official signup somewhere for this year's challenge? I liked last year's online registration; are we doing that again?

63
Development Process & non-technical / Re: Dev blog aggregator
« on: February 28, 2014, 02:43:57 PM »
Hmm, you can tag stuff on blogs? Is that supported on Blogspot? And can you tag stuff retroactively, after you've posted it? I've got a blog which I post 7DRL progress on, but I also use it for other stuff too...

64
7DRLs / Re: 7DRL 2014 Hype it UP!
« on: February 28, 2014, 09:01:59 AM »
I will play it by telnet

Using my 144 bps modem.

Whoa, you mean you can transmit MULTIPLE BITS in THE SAME SECOND??? Are you from the future or something:o

 :P

65
Player's Plaza / Re: Are the classic "Trek" games roguelikes?
« on: February 26, 2014, 04:58:40 PM »
What a sick, sad world we inhabit where people can call games roguelikes without retribution.  :-\
Go edit the wikipedia page and add in some form of punishment if it bothers you.
What a great idea, I wish I had thought of it. I'll leave the honour to you.
It's your opinion, not mine.  I'm happy for the Trek games to be called roguelikes.  Or even for Tetris for that matter.  To be honest, I have no idea where your retribution line even came from.
You clearly don't realise just how serious this is.

BURNINATE THE HERETICS!!! :P

66
Off-topic (Locked) / Re: What platforms would you play roguelikes on?
« on: February 26, 2014, 04:57:00 PM »
I voted for Windows, Android, and consoles, but when I said consoles, I really meant handhelds - I don't think playing a roguelike on a full-size console would be all that practical! Well, maybe the Wii U gamepad...

67
Classic Roguelikes / Re: About those octopodes...
« on: February 23, 2014, 11:02:02 PM »
I learned what "quaff" meant by playing Nethack. And they say video games aren't educational! :D

68
Player's Plaza / Are the classic "Trek" games roguelikes?
« on: February 21, 2014, 11:32:14 PM »
It occurred to me the other day that maybe they are! In case you're wondering what I'm talking about, I mean games like EGA Trek and Star Fleet I, in which you command a ship on a grid-based map blasting Klingons or whatever the enemies of the week are with phasers and photon torpedoes. Sure, you don't move the ship with the numpad or anything, but the map is grid-based and procedural, and there's definitely permadeath! (Well, except in Star Fleet I, where you have some persistent scoring mechanisms between games.)

69
Traditional Roguelikes (Turn Based) / Re: 1.6.3 released!
« on: February 21, 2014, 10:57:32 PM »
  • Changed: Field of view is "round" now

Any particular reason for this change? Does it take more time/energy to move diagonally than orthogonally? If not, this doesn't reduce asymmetry; it introduces it!

70
Other Announcements / Re: Hold On To Your Butts...
« on: February 21, 2014, 10:55:38 PM »
A wild Svendrill appears!

FIGHT/ITEM/PKMN/RUN

71
7DRLs / Re: 7DRL 2014 Hype it UP!
« on: February 17, 2014, 11:22:30 PM »
Actually, I think what I'll go with is something kinda like KlingonRL, only set in the universe of the Space Empires 4X games. You'll be the captain of a Terran starship charged with fending off a Jraenar invasion after the Jraenar decimated the rest of the fleet. Instead of bumping to attack enemies, you'll bump to scan them; attacking will be automatic, and different weapons you equip will have different range and damage attributes. You can also bump planets to scan them; planets might turn out to be Jraenar strongholds (which you must eliminate), or allied colonies which give you minerals (which you can use to upgrade your ship). The map will be divided into "room-like" star systems arranged in a gridlike pattern (with some gaps here and there) and connected by "door-like" warp points. Regarding ship upgrades, you'll be able to install weapons, shields, armor, and engines - the more components you install on your ship, the slower it gets, so you need more engines to make it move faster again!

72
7DRLs / Re: 7DRL 2014 Hype it UP!
« on: February 13, 2014, 07:05:13 PM »
So last night I was dreaming about various ideas to use for a 7DRL, because I STILL don't have something I want to use yet! One was a party-based roguelike that I soon realized was basically the same thing as my entry from last year (TriQuest) only without the tactical placement of characters within a tile. That sort of morphed into a Star Trek roguelike inspired by "Star Trek: 25th Anniversary" in which you would control Captain Kirk (a yellow @) leading an away mission with two other characters (Spock and a redshirt, maybe? I remember it was a blue @ and a red @), and the NPC's would be controlled by their own AI, but you could issue orders using a text-adventure style interface. So you'd hit "t" to "talk" to your party, and then you'd type something like "spock scan the mechanism" or "redshirt phaser the klingon". It seemed pretty cool at first, but then I realized text adventures and roguelikes don't mix all that well - pausing to type commands just destroys the flow of the game! :(

73
7DRLs / Re: 7DRL 2014 Hype it UP!
« on: February 12, 2014, 11:13:16 PM »
Is it permissible to provide the finished product only by public telnet or similar? It seems to me that it would be much easier to produce an interesting product if no thought needs to be given to packaging it for use on users' systems.

Some of last year's successful 7DRLs, such as Pugnacious Wizards, were web-based games. I don't see why telnet would be considered any less acceptable a delivery mechanism.

74
7DRLs / Re: 7DRL 2014 Hype it UP!
« on: February 08, 2014, 12:09:44 AM »
I'm tempted to try and make a Unity roguelike, just so I can do something for both PC and Android. (Hey, I got a new Android tablet recently!) But I'll probably not get anything done, seeing as I've never used Unity before, and I have no idea what I want to do in terms of theme or mechanics... :(

75
Classic Roguelikes / About those octopodes...
« on: February 04, 2014, 06:45:29 PM »
Thought I'd share this with you guys; Crawl fans might find it enlightening ;)

http://www.wimp.com/octopusplural/

Long story short, "octopode" is not a word. "Octopodes" is, but it's not pronounced how you think it is!

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