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Messages - Skeletor

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526
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: December 28, 2009, 12:46:30 PM »
I can't believe no one play a little gem like this!

527
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: December 28, 2009, 03:12:03 AM »
Now my record is dungeon level 27, 50 points, with a level 9 dwarven warrior.

Sometime there are unique messages when entering a level.. by now I found the "quiet level" and the "dull level".

Looks like it's more convenient to keep potions and wands to sell for deeper merchants; every ten levels the base price (50$) multiplies.

It is a really nice game.

528
Traditional Roguelikes (Turn-based) / Frozen Depths: cool! :-)
« on: December 18, 2009, 10:53:31 PM »
Nice game!

I managed to arrive at dungeon level 13 with a dwarf warrior with all bonus points in vitality (and so lots of hp).

Is there a wiki somewhere? I would like to know what all the stuff prefixes/suffixes do (is a stanching bronze helm better than a normal bronze helm?).

Do you know any tricks/strategy?

How much stuff have to be sacrified to be helped by the goddess?

529
.. and here's Alessandra Mussolini.
She's the daughter of our previous fascist dictator and tyrant Benito Mussolini.

She's not that cute but I think she's nasty at bed.













Here's Vladimir Luxuria, a transexual, ex frontman of the communism refundation party.









And, least but not last, our lucky minster Brunetta!

[/CENTER]

530
In Italy we've got also some fine ass women politicians.

Here's Daniela Santanchè.. rich, bad, stylish.


















531
Off-topic (Locked) / Re: Remember Super Mario Bros? Try this :D
« on: November 06, 2009, 10:11:03 PM »

532
Off-topic (Locked) / Remember Super Mario Bros? Try this :D
« on: November 06, 2009, 08:45:25 PM »

533
Programming / Re: Daggerfall Roguelike
« on: November 04, 2009, 01:45:04 PM »
Great, good luck with your project Mingoran!

535
Programming / Re: A world without money
« on: November 01, 2009, 03:36:09 PM »
SKELETOR IDEAS ABOUT A NO-MONEY ROGUELIKE

Wealth could be an attribute (and it's also logical), maybe ranging from 0 to 10; every item in sale has not a price but a required wealth to afford it. If an iron ration requires 2 wealth point, if you have 2 or more wealth you can afford all the iron ration in the store and all iron rations of the world. After buying those, your wealth doesn't change. Like in real life; a surgeon (wealth: 4) can afford how many packet of cigarettes (wealth points: 1) he wants.

But in real life a surgeon (wealth: 4) can sometimes afford a Ferrari (wealth points: 5), and not three of them. So it must also be possible to buy stuff that cost more than the wealth, but this has to be limited; for example, every person has a wealth attribute and then some (1d6?) spendable "savings points". Every saving point could be spent to buy something that costs exactly 1 point more of the current wealth.

Another way to buy something that costs more than the wealth attribute a person has, is to barter.
If a precary worker (wealth: 1) finds in his office an old gem worth 4 wealth points, he can barter it to obtain another item worth 4 wealth points.

Bartering works different for every person: if you give that old rare clock to that blacksmith he will value it no more than its basic wealth points, but if you barter it to a clock collectionist he'll value it 1 point more than it's worth.

Selling items for money is also possible, but only for items so big the standard of life would be permanenly changed.
Selling an item worth x has the direct effect to make your wealth attribute permanently raise to x-1.
So if a bum (wealth: 0) finds an ancient scroll (worth 6 wealth points) in a trashcan, he can barter it for a 6 value item, or sell it to permanently raise his wealth attribute to 5.

536
Off-topic (Locked) / Re: Ginormo sword :-)
« on: November 01, 2009, 02:08:02 AM »
I think the develpoers made it intentionally grindy and basilar (kill rat, get stuff, repeat infinite times but change rat with dragon) to mock up those "action" rpgs very popular nowaday (world of warcraft and all that stuff) that only offer a repetitive action over time.



537
Off-topic (Locked) / Ginormo sword :-)
« on: October 31, 2009, 09:42:15 PM »
It's an action-rpg parody.. worth trying :)

http://babarageo.com/flash/ginormo/


538
Maybe a good way to start this work could be to create a table with all the keys of every possible action in major roguelikes.
Something like this:

                           ADOM           Nethack         Angband        Crawl      IVAN     Doomrl
attack ranged         t                     etc..            
change tactic         F1-F7
character info         @
clean ears               E
close door              c
controls list             ?  
dip                          !
drink                       D
drop                        d
engrave                [N.A.]
kick                         k
pick up item             ,
pray                        _
read                        r
reload                  [N.A.]
use wand                z
use                         U
wipe face                F

Obviously first of all we should decide what roguelikes are enough "major" to be taken in consideration.
With the table we could immediately see which keys are the same for the most major roguelikes and create a general standard where those major roguelikes action/keys would 90% fit.

Just my 2 cents, I don't know! :-)

539
Maybe a multiple standard could be created.
Like 3 or 4 main sets (very similar to major games).

Maybe not all developers, but some for sure would be happy to adeguate to the standard and then having more people who play the game they are going to create.

540
Off-topic (Locked) / Re: Monster's den
« on: October 29, 2009, 01:59:59 PM »
Something I want to try:
Front line: cleric (endurance, armored, big shield)
Behind: three mages (intelligence, crappy equipment; electrical storms, power syphon)

This party completely solves the extreme-difficulty-level problem: no items found in dungeons.
Why? Because the Mage is the only class not equipment dependant. Every other class needs stuff to be powerful (aka weapons and armors). Mages damage with electrical storm is big and completely unrelated to their equipment.
So this party solves the big problem that playing at extreme you always have a party equipped with stuff from many levels ago.


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