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Messages - LazyCat

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Design / Re: Zelda roguelike
« on: March 28, 2014, 04:11:52 AM »
No, we wouldn't get a roguelike.

And why do you think so. Where is the difference, exactly?

Design / Re: Zelda roguelike
« on: March 28, 2014, 03:09:13 AM »
The major problem with going from real-time to turn-based is that the game was designed to work in very small steps (eg 30 fps). When you break that up into one second intervals, you will probably get behavior that doesn't work well.

Maybe I'm wrong. Either way, you should definitely try it out and see what happens.

Can you be more specific, what would not work, why it would not work? Where is the difference, exactly?

Design / Re: Zelda roguelike
« on: March 28, 2014, 01:10:32 AM »
It would be interesting to try it out, but usually these kinds of things don't make a great game.

Do you actually see any reason why would it be less good than a regular roguelike?

I agree it needs to be tried out first, but so far I see no particular difference.

What I would be more interested to see would be a game specifically made to be ZeldaRL

There is! You can google it easily, exactly that: "ZeldaRL".

This all reminds me there is also turn based Pac-Man and Bomberman, orginally arcade games. They are perhaps rather boring, but with our special emulator any game could be made turn based, and I have a feeling many games would actually still preserve some of their original challenge and thus still be interesting and playable. Perhaps even more playable on mobile phones where they are otherwise really unplayable via touch-screen.

Design / Zelda roguelike
« on: March 28, 2014, 12:36:33 AM »
Let's take some 2D Zelda for Gameboy or SNES and tweak the emulator so to run the game only if some button is pressed, but for a minimum of, say 60 frames, that is 1 second.  We get simultaneous turn-based game, we get a roguelike. Don't we? Does that sound like something you would like to play?

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 18, 2014, 10:45:13 AM »
Release 9x is out, first post updated with the download link. Few changes related to Vanguard's bug-report and calculation of sneaking percentages.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 18, 2014, 10:25:24 AM »
You think you are having more fun that way, but you haven't tried it the other way. Save scumming does not make you invincible, to complete the game you still have to actually overcome all the challenges just the same, and you still might not succeed. Go ahead and try, then let us know, is it really any less fun and how easy it actually was.

7DRLs / Re: Fida'i - 2014 7DRL
« on: March 16, 2014, 08:14:32 AM »
Yeah, it works now.


Thanks for another amazing challenge and year!

Doesn't work, WinXP: "is not a valid Win32 application".

7DRLs / Re: Fida'i - 2014 7DRL
« on: March 16, 2014, 07:45:40 AM »
Doesn't work, WinXP:

Code: [Select]
Traceback (most recent call last):
  File "main.pyw", line 2, in <module>
  File "libtcodpy.pyc", line 60, in <module>
  File "ctypes\__init__.pyc", line 440, in __getitem__
  File "ctypes\__init__.pyc", line 435, in __getattr__
  File "ctypes\__init__.pyc", line 365, in __init__
WindowsError: [Error 126] The specified module could not be found

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 16, 2014, 06:28:05 AM »
I also don't feel any sense of lack if I don't learn anything new or necesarily improve my future chances of success, the experience of pitting myself against the overwhelming odds is my end game.

But floor 14 are not overwhelming odds, you just lack information to plan in advance and properly prepare. It's like playing chess without fully knowing the rules. The only difference whether you will undo last move and continue playing, or start all over from the beginning, is that you will learn much faster without playing 50 more games until you get yourself into similar situation to finally analyse it again and hopefully see the best solution this time around. It's sadistic way to learn, slow and non-optimal. You wouldn't want to learn chess that way, I don't see why is it any better to torture yourself in Brogue.

I appreciate your perspective but Brogue wouldn't be Brogue to me if I could keep restarting upon failure and so while I'm aware I could manually save scum anyway (but never would), having it be the default operation is something I really dislike and it would surprise me if I was in the minority on this.

There is nothing to dislike. It's no different than every chess program having the option to undo moves, and if you want to play a proper game, you just simply don't. But if you want to learn how to play first, it will save you time.

Let's avoid talk of reduced difficulty altogether: is there any way of disabling the sneak functions that you've added? If not, would you consider releasing an additional version without them?

I want to finish this project and release one final build. Full-mod v9e is what needs attention here, it would be counter-productive to make any other release.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 14, 2014, 04:15:15 PM »
Disagreedo.  The game gives you enough information for unspoiled wins to be plausible.  It doesn't have any big gotcha moments.
Plausible, but highly unlikely I'd say. Phantoms are gotcha moment, Krakens, Dragons, Liches, Pixies and Dar Battlemages, Spiders and Golems, and everything really is so different and unpredictable. Deadly too, if you are not prepared for any of them you can so easily die, and often in as little as five steps or less.

And Brogue is such a good game that it's still fun when you're getting slaughtered.
I agree there is some satisfaction in meeting monsters for the first time, in gradually discovering the game. It's just that it takes a lot of time, you could play and die so many times without learning nothing new even about the thing that killed you.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 14, 2014, 07:41:33 AM »
I don't think it's easier, just more balanced. Improved are only the things that were useless before, compared to rest. There are seeds with good items, and there are seeds with nothing really. I think I made easier only those seeds that were previously crap. I think the average difficulty stays about the same and only variation of difficulty shrunk among all the different seeds.

Until you have learned about all the enemies in the game and been to at least 26th floor I think permadeath serves no good purpose, it's kind of like playing chess without fully knowing the rules. I suggest you continue after dying until you at least beat the game once. And for that, it wouldn't hurt if you play the full-mod version first. I'm about to release the final build soon, so any bug-reports and feedback should come in the next few weeks, or otherwise it will be too late. I've played the game too much now, can't be bothered to make any other release, and I'm happy with how everything works. 

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 12, 2014, 12:11:01 PM »
Do you think this build makes the game easier?

Early Dev / Re: Microgue (Updated 9/7)
« on: March 12, 2014, 11:35:00 AM »
I don't see any link, where is the game? Julian made some legendary games. Good luck with Chaos.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 12, 2014, 11:09:21 AM »
I finally got that save file for you.

Thanks. Unfortunately it goes out of sync on floor 8 on this computer. You used the latest version where it says "audio_v9e" in the bottom-right corner of the title screen, and it loads fine on your computer? I don't know how's that even possible. Is your Windows 64-bit maybe? I'm on Windows XP 32-bit.

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