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Messages - Gornova

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1
Early Dev / Re: City of the Damned
« on: January 30, 2017, 12:18:39 PM »
I really like it! As a demon is cool to hide, strike humans and become a demon! I've not found an easy way to defeat angels and this is cool to! A lot of re-playability  here!
From the demons side, I like that imps act more wisely and avoid to kill people around when angels reveals.. it's not the right way to stay alive long :D

2
If behind there is a grid, you should try to check a terminal-like approach to display menus and game world, I suggest you to take a look to trystan's ascii panel here and as example Twelve hours here. Check his blog too, is really helpful!

3
It's really had to see something and reading strings, because of all these spaces! can you please remove them ?

for example:



it's really hard to read something!

For what I can see there are a lot of skills and possibilities, but without a proper char spacing and some kind of background color on the dungeon (black is fine, like in a terminal), it's hard to play it

4
Traditional Roguelikes (Turn Based) / Re: To The Capital release on Steam
« on: December 29, 2016, 08:10:22 AM »
I agree, but I don't see any blog or explanation (dungeon generation, length of play, design decision ) other than steam page and few post here. I'm missing something ?

5
Design / Re: Unique RL idea with evolving world
« on: December 07, 2016, 10:07:29 AM »
Disclaimer: I'm not related to this project!

May I suggest to look into That Which Sleeps project ? It's a successful kickstarter.. but never completed.
The main idea is there is a world full of adventurers, cities, kingdoms .. and you are the evil, rising!

6
Design / Re: Random ship-dungeon
« on: December 07, 2016, 10:04:25 AM »
You are welcome javelinrl  !

do you have other links on the subject ? or ideas ? or home-made-demos ?

7
Design / Re: Random ship-dungeon
« on: December 05, 2016, 07:58:50 AM »
note: I'm working on getting more and more ships design, like Enterprises, Battlestar Galactica and of course Normandy :P

I have no progress for now, just trying to solve some minor coding issue and post another results. For sure I will share my thoughts when I will be ready!

For the "symmetry problem" I'm not sure if just merging two adjacents rooms will results in better room placements.

I've found nice resources here:

- thief like roguelike: nice example how to use room placement to create "stealth game based maps"
- random ship generator: an overview on creating ships layouts

8
Design / Re: Random ship-dungeon
« on: December 01, 2016, 07:31:09 AM »
very nice suggestion and nice schematics ! Really appreciated!

I agree with you, some random generations could be awkward, I will merge adjacent rooms together.

I plan also, using a "random walk" from top of the ship to the bottom, build the "player route", then place doors, have bonus rooms and so on, so from player perspective, it's event not possible to see duplicated rooms.

I like also the idea to have variations among rooms, for example one lab is "biology lab" another one is "destroyed lab" and so on! I will work more on that and I will share results here, hope you will find it interesting !

p.s: I think that with a little bit of pixel art could be a really nice roguelike btw !

9
Design / Re: Random ship-dungeon
« on: November 30, 2016, 07:32:16 AM »
thanks javelinrl for great feedback, I really appreciate!

In the end I'm following path you proposed, you can see more on my blog: http://randomtower.blogspot.it/2016/11/spaceship-random-generation.html

TLTR: works fine with a set of rooms, a template for ship "shape" and mirroring and without corridors (so far)

10
Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 12)
« on: November 22, 2016, 02:37:31 PM »
thanks for response, I respect your "core player" concept, but I disagree on time required for a demo. Turn limit? Time limit ? Zone limit? What kind of effort do you plan to have into building a demo ?

Btw, you are right, 7DRL-version for roguelike fan is the demo :D

11
Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 11)
« on: November 22, 2016, 12:58:18 PM »
Nope. I think these days a demo is not really worth having, and it's rather easy to see what the gameplay is like via LPs or streams. Of course in the future anyone could use Steam refunds to demo the game as well.

My ideal demo would be an alternative version that tells a little story of its own (or a different part of the story) rather than cutting the existing game short, but that's unfortunately a lot of work, too!

I don't agree, as customer. A demo is something I can play and evaluate, before purchase. I suggest you to think about it and read some thoughts from Jeff Vogel's blog here, here an example:

Quote
Demos of games are vanishingly rare now, but I'm cranky and stuck in my ways, so I provide them. I don't want to take your money until you are sure the game functions and you like it.

For developer point of view, I think a demo could be useful also to get much players as possible playing your game: that is a key point!

All IMHO, btw :D




12
Early Dev / Re: Xenomarine (Demo Version 2.0 released)
« on: November 22, 2016, 10:01:22 AM »
sorry, I'm not native English :D

When player uses arrow to turn character, all enemies will act. My idea is to remove that

13
Design / Re: Random ship-dungeon
« on: November 21, 2016, 08:17:34 AM »
thanks for your suggestion!

14
Early Dev / Re: Xenomarine (Demo Version 2.0 released)
« on: November 20, 2016, 09:18:13 AM »
hi, I really don't like keyboard controls, the "change player facing" mechanics is not working for me, if when player turn right the marine, a turn is gone. You should remove this "turning" mechanics or remove the action behind. Anyway, level 2 reached in 3 runs.. and no ranged weapon found, it's a bug ?

A notice after death if I press "New game", nothing happens..

15
really nice arcade game, I like it!

For me a big problem is enemy pathfinding: many times enemies get stuck and kill them is really easy! And you should find a way to get clear space around spawner, because mass-zombies are there sometimes

btw, for PC build, don't say you require Xbox controller for playing because keyboard + mouse is fine


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