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Messages - Ancient

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Traditional Roguelikes (Turn-based) / Re: Roguelike Archive
« on: November 22, 2015, 10:44:03 PM »
Nice! Would you consider sharing names so far on your missing list?

Classic Roguelikes / Re: Rogue - let's beat it
« on: November 22, 2015, 01:54:01 PM »
I would gladly join a tournament instead of just playing locally, although my Rogue skills are thoroughly rusty. I rarely watch playbacks but when this happens ttyrec is no obstacle. Having web player installed is not going to make a difference for me.

Other Announcements / Re: Jupiter Hell - Update
« on: November 21, 2015, 01:38:04 AM »
game also even has an ASCII mode, they just haven't shown it recently.
Hooray! It is very nice to know the team has classic roguelike enthusiasts in memory.

Classic Roguelikes / Re: Rogue - let's beat it
« on: November 21, 2015, 01:27:10 AM »
Elwin beat me to the answers. Indeed, the ring of dexterity is just fancier name of "to-hit" ring.

Classic Roguelikes / Re: Rogue - let's beat it
« on: November 15, 2015, 02:45:31 AM »
Interesting. From what I read about Rogue you are not supposed to kill every late game baddie but to avoid them, as monsters grow faster in power than your character does. Me, I have been hardly successful at surviving long.

No idea about answers to your mechanics questions. However, earlier in this thread you wrote your version is based on 5.4.4. Source to this version is freely available. When I read up on the code and get some understanding I am going to come back. For now let me just say I enjoy your story of trying to beat Rogue.

In the meantime spoiler for Rogue 5.3 says this:
When you attack a monster, your chance of hitting it is 5%, plus 5% times your experience level, plus 5% times the monster's armor class.

Other Announcements / Re: Jupiter Hell - Update
« on: November 15, 2015, 02:18:57 AM »
Hey, thanks for the shout out. There is nothing sent from the Jupiter Hell newsletter so I assumed there are no signs of life.

On another matter this looks nothing like a roguelike. Lets wait another year or two for some gameplay footage.

Development Process & non-technical / Re: a question regarding balance
« on: November 13, 2015, 02:04:20 AM »
One pass over all battle participant can be considered a turn. ADOM also has this kind if energy system implemented, although it allows to take an action once 1000 energy is reached instead of using future move querying. Longer actions can get current energy of a monster below zero.

Design / Re: Sorting order of inventory
« on: November 10, 2015, 07:32:23 AM »
Several good ideas here. My main problem with the most used items approach is PRIME seems to have smaller community than Zap'M had in its best time. I am not in position to make an informed decision here although I will keep collecting information about the stuff. This is most definitely going to be helpful.

One thing that bothered me in Zap'M are two categories for only single item type: money for buckazoids and energy cells for ... duh, energy cells. Both are constantly displayed in status bar and have top position in inventory. Granted, energy is used for about every other powered item you come across, so it really is important.

Regardless, do not change the hotkeys for specific items. I don't want "m" that was the key for a wand to suddenly change to a scroll. That would be pretty disastrous.
Yeah, see also NetHack problem of zapping wand in slot 'z', drinking potion in slot 'q' and eating stuff in slot 'e' (doubly tragic if you are a metallivore and that armor piece was essential for your ascension kit), applying stuff in 'a' and anything requiring confirmation in slot 'y'. Terrible UI kludge. I will be dropping the automatic item assignment mechanism. Instead, the letters will be assigned ADOM style with some exceptions made if player specifically used the adjust command to bind an item to a letter slot.

Paul, I will be going to have to try this recent or marked items approach but with duplicating entries, as you suggest. Your idea is also great for semi-universal commands like throw. List anything that player knows has an effect when thrown (grenades, volatile canisters, some kinds of tools) and then follow with whole inventory as usual. Finally, I will be rid of the confusing inconsistency of the list behaving differently when you have known "throw-active" items (show only those, with full list on key) or not (go right to full list).

Also, how do you mark an item in WazHack to appear at the top?

What about adding items at the end as the player picks them up (sort them by the pick up time essentially) and letting player to move them around in inventory afterwards?
For games with lots of loot this introduces considerable tedium or has players leaving inventory in a mess which does not help enjoy the game. I cannot go this way. When items are scarce this can be very effective though!

The assumption here seems to be that there is one way to view the inventory: a big list of items. Is it possible to rethink the way that inventory is displayed in a particular game?
Certainly I can, as I am in process of tearing the UI down and replacing it. It bears so many flaws of the old days something had to be done about it.

However I think I am going to stay with the list. In PRIME items tend to interact so you quite often want to see for example ray guns and canisters together, to consider refueling the former with the latter. Tools (computers) + floppies, weapons + ammo (at least those follow each other, although I am considering separating guns from weapons), armor + tools + floppies (looking to improve gear). I fail to imagine anything that would serve all those needs as well as a list does.

For dealing with big list ADOM's filters are nice but insufficient in my opinion. Gotta improve them or find something else to make stuff inspections smoother.

separate bags like in MMOs
Or NetHack. Strangely, I do not remember any other roguelike that also implements them. Has anyone? I wonder if gong this route is going to help inventory management or make it harder. Still, it seems to be good for the game theme. Buckets for the janitor, portable refrigerator, safes, dimensional compressors ...

Design / Sorting order of inventory
« on: November 09, 2015, 05:14:31 AM »
Games with lots of items may divide them into categories like potion, armor, weapon, scroll, book and so on. This is very helpful when hero carries wide assortment of equipment. Lately I have been pondering what should one see first when accessing player character's inventory?

Crawl: weapon, armor, wand, food, scroll, ring / amulet, potion.
NetHack: money, amulet. weapon / missile, food, scroll, book, ring, wand tool, gem.
ADOM: armor, amulet, weapon, missile, tool, ring, wand potion, scroll, book, food, money, gem.

Every game seems to take its own approach. I am interested how decision for the order war made. Also, what to do with items inside category? Sort alphabetically, by order of picking up, by assigned letter (if game has those)?

Development Process & non-technical / Re: a question regarding balance
« on: November 04, 2015, 02:26:21 PM »
I'm talking about damage-per-game-second...
Then you are talking of damage per (standard length) turn, not damage per second.

Development Process & non-technical / Re: a question regarding balance
« on: November 04, 2015, 12:04:30 AM »
Even if they are turn-based, if actions cost *varying* amounts of action points/units (or whatever it's called), then it starts again making sense, no? My in-the-works game plans to use such a system, so I'd be interested to hear any strong (but reasonable) opinions against such a system
Actually, it still does not. If I press the attack buttons very fast my rusty thoroughly corroded -5 tin opener will do more damage per second than your broadsword.

Classic Roguelikes / Re: Rogue - let's beat it
« on: November 02, 2015, 10:03:59 AM »
1.  Why is it that the amount of gold on the leaderboard is less than the amount of gold you die with?  For example, I just died with 5044 gold and the leaderboard says I had 4540.

There is flat 10% finders fee given to whomever finds your half-digested corpse. This is to differentiate between quitters who keep all their gold.

Development Process & non-technical / Re: a question regarding balance
« on: November 02, 2015, 09:56:17 AM »
Possibilities are endless in balancing. For 2) my favorite is having health do hot regenerate automatically. The good defense character will have low costs for health replenishment and the other high. That is, assuming you have chosen your healing to restore flat amount of hit points which is not necessary. If typical health restoration brings back percentage of maximum hit points the second character has it better.

Good point about DPS Holsety - this concept has little meaning in roguelikes since these are generally turn-based games.

Traditional Roguelikes (Turn-based) / Re: Roguelike Archive
« on: October 30, 2015, 01:10:33 AM »
[DOC] - any documentation unrelated directly to particular titles. Tech and non-tech alike.
Reviews! Those tend to disappear over time or get buried too deep in archves. Even roguetemple lost at least one permanently.

[Demo] - all the demos
What goes here? Crippleware of commercial games, or games so alpha to be practically unplayable? What about releases meant to be tech demos of an engine for roguelike?

[Originals] - all the original archives/files exactly as obtained from whatever sources. No changes, no fancy naming, 100% organic.
This practically means one subdirectory per archive to guard against naming clashes. In the old days "" and "" were somewhat popular names for archives. Oh, also "source.tar.gz".

[Proto] - anything hard to classify - tbh not sure what could go in this dir or if it will be named that or even feature at all. Original thought was it`d be for pre-alphas or just some...drafts? but not sure if such exist.
Just see this as an example of pre-alpha. My heretical opinion is such things are unworthy of preserving.

There will be a traditional - non-traditional divide inside main [Alpha+B/S] directories at least.
Heartily approved, although I would name them roguelike and not-a-roguelike. Probably that gets me even more harsh stares than your idea of a divide.

I will add a [Doc] directory containing whatever info regarding this particular title I can find.
What about games already having a directory named doc? This is pretty much a standard for games releasing for something besides Windows. Do you add there or make a [_Doc] directory?

(tagging)[src] only for sources
Is this not redundant with them being in source directory? Or do you mean games that pack sources with binary in one archive?

Traditional Roguelikes (Turn-based) / Re: Roguelike Archive
« on: October 27, 2015, 10:30:59 PM »
That reddit also has other flaws. Namely it does not have games which build under windows but are distributed as sources. Tied looking for Quest for Pants, Kitty Underground and COSE (Champion of the Savarian Empires) but found nothing. On second thought it has my game, so I cannot say I dislike it. :-)

Good luck on your quest Akeley!

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