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Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: November 09, 2011, 11:55:04 AM »
Now that was  a welcome comment. :)

Incidentally, I recently tried release 1 for fun/nostalgia. Felt very rough and simple, but quite fun in its simpleness. Crazy unbalanced though.

Release 10 will be awesome. :)

Excellent thread.

Here's my biggest turn-offs, they are all deal-breakers:

-Too much "Funny"/Silly stuff (3)
I don't mind a few rare monsters or items with humorous names, but for the most part the game should take itself seriously.

-"Cute" graphics. (3)

-Overly simplified game play. (3)
I want a detailed world with many things to pursue.

-Straying too much from traditional Roguelike conventions. (3)
I want to play something that feels like a classic Roguelike. It's just my taste.
Edit: An exception to this is when the game is mind-blowingly innovative. Then the game is cool again for different reasons.

Also, Krice please respond in this thread. :)

Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: November 04, 2011, 12:31:45 PM »
Just one monster could turn out to be a cool thing. Maybe a different monster is chosen randomly that affects the way the game plays (like one can destroy landscape, one is fast, one lays traps, one can teleport, etc). But it's hard to see at this point how the game is supposed to be.

Programming / Re: Realtime or semi-realtime turns
« on: November 04, 2011, 12:05:29 PM »
IIRC Baldur's Gate being real-time was only because it was first supposed to be a strategy game. As an RPG I think it would only have benefited from going turn-based. The game should test the reflexes of the character, not the player.

Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 24, 2011, 06:29:05 AM »
I don't think I noticed any slow-downs. The usual Roguelike room-and-corridor layout is cheap to run A*/flood-fill on. The way you describe your game (pacman-like layout), it should run even faster. I don't recall how many monsters there were who used this at most, but probably not so many. You can always do optimizations (or compromises) like only recalculating the path every X turn.

the only thing I wonder about is how to escape from something chasing you. should I give the player two moves for each enemies 1?
How about a command for toggling sprint mode? Sprint = 2x speed, but causes fatigue. You could also have climbing, or pushing heavy furniture in front of doors, et c - which would also cause fatigue. Standing still = fast regain of energy, walking = slow regain. Seems fitting for the running-away-theme.

Early Dev / Re: An article about dropping "skip turn" from roguelikes
« on: October 23, 2011, 06:46:58 PM »
You can also always choose to use a Skill, which takes up a turn.  Sometimes, you might even want to use a Skill, simply to pass a turn.

Programming / Re: Shadow over Innsmouth (Hide and Seek)
« on: October 22, 2011, 11:20:48 PM »
I once experimented with an "interest-array" AI.

Each monster had a 2d integer array the same size as the level. The values represented the monsters interest in each cell.

If they noticed the player, a flood-fill centred on the player was made, starting with a high value for the player cell and decreasing with distance. The values from this flood fill was added to the monsters interest-array.

The monster checked which cell had the highest interest, and then moved in that direction using A* path-finding. All cells they saw were set to 0. Also, every turn each cell had their value increased by 1, to that the monsters would patrol the map a lot.

This had the nice effect that they would often do wrong guesses when they searched for the player, like here:
Code: [Select]
If the player reaches the junction before the monster sees him again, the monster will have to guess if it should go up or down.

I also tried making monsters "talk" to each other about finding the player, by combining the interest-arrays of monsters that met.

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 22, 2011, 07:45:48 AM »
Since the skill/trait system has changed, maybe how good or poor each one is should be randomized at the beginning of the game?
I want to add something to the character creation process that affects your starting skills. I was thinking of letting the player pick a background. Examples might be:
Soldier = All firearms, Fortitude
Policeman = All melee, Dodge, Toughness
Archaeologist = Spot doors, Spot traps, Language, Composure
Criminal = Sneaking, Backstabbing, All melee, Pistols, Lock pick, Disarm traps
Oculist/Sorcerer - Magic-oriented skills, Language, Alchemy, Fortitude

But I'm not sure if it's a good idea. When I play I mostly focus on melee and dodge, but I don't want to be a policeman every time. Otherwise I think it's a nice idea, since it highlights different styles (firearms, melee, exploring, stealth, magic...).

Another option is that the player answers questions (like in ADOM), and maybe each question increases one skill and decreases another. I'm not too excited about this idea though, since it seems like a really convoluted way of picking starting stats, especially once you learn what each question affects.

The randomization of the skills may work. There could be a character description text generated based on the randomized values (and also with some useless but fun stuff like hair color completely randomized).

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 21, 2011, 09:45:49 PM »
"you finnish applying first aid" . Should be "finish"
Corrected. Thx.

I miss the trait that let you switch weapons without taking time.
I wasn't aware that anyone picked it.  :)

It would also be nice if the player could use "esc" and "enter/space" keys as an equivalent to no/yes respectively.
I agree on esc and enter, but I'm not sure if space should be considered a "yes" or a "no". In most places in the game it's a cancellation command (abort wield, bash, close, kick... close various screens), so it seems more intuitive to me that space = no.

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 21, 2011, 05:22:32 PM »
-Seemed like he summoned quite a few zombies the one time then. I want to say about 10. Little rough for dlvl 4.
Yeah it can be a very nasty encounter. I think that by that level there ought to be something that you are unlikely to beat by just hacking at it, instead you have to use items.

I think it would be nice to have a single key stroke to bring up the player information and use the left/right arrow keys to cycle between the different info screens like skills, mental disorders, and knowledge.
Hey that's a good idea. I'll probably have '@' for character info, then you can access all those screens from there. Less keyboard commands for the player to learn.

Just curious, If I can kick an enemy into a chasm, will I get experience for it?

Another note on kicking, sometimes they get paralyzed for a turn (or two?) when you kick them. So you can kick someone and then run up and slice them with your machete. I'm not sure it's a particularly good strategy, but it's a cool scenario I think, from a role-playing/cinematic point of view.  :)

Need effect for the pits.
Pits will be traps in next version. Probably quite dangerous too, "You fall down a pit! You break your neck! You are dead." Makes the spot traps skill a little more valuable.

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 21, 2011, 06:41:57 AM »
Did Major clapham-lee continuously summon a rainbow of zombies at me?
He just summons them once (unless you flee and meet him again on another level).

The solid wall variation looks pretty good like angband walls although I still prefer #.
There's an option in config.txt to switch symbol, but you probably saw that.

Not too fond of the cocoon symbol. A plain ascii alternative would be cool too.
I'm thinking about doing a console version sometime, so providing ASCII alternatives to the custom-drawn symbols would be good in preparation of that.

It would be nice to be able to view the player skills during the game other than just when picking new ones at level up.
I agree, and I've been wanting a skill screen command too, just haven't done it yet. There also needs to be a screen for mental disorders you have, and one for knowledge (identified scrolls, potions and other objects).

Haven't really found the use of Kicking yet.
It has many uses! It's good in combination with pistols or throwing weapons since you can kick them away when they get close. It's sometimes good for crowd control to fight one monster at a time. You can also use it for kicking a monster that you think you can't beat out of a door, then quickly closing that door and jamming it with spikes. When using it on tiny creatures it turns into a stomp which has extra hit chance. The kick is particularly useful when there's a chasm on the level.  ;)

While in spider lairs, I often get caught in spider webs that seem to just appear in places I move when there wasn't one there before I stepped into the spot.
That's because the spiderwebs are traps- some of them are invisible (but spiderwebs are much easier to spot than other traps).

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 16, 2011, 03:13:39 PM »
New minor release. Some fixes + added a bigger font.

Release 9.2 (October 16, 2011)

New features
*A new font image added (11x19), edit config.txt to use it

Fixes & changes
*You can no longer wait ('s') while you see an enemy
*Missiles always landed at the end of their path (even if it hit a monster along the way)
*Fixed some grammatical errors
*Added a missing message (related to jamming doors)

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 13, 2011, 10:01:31 PM »
What happens when you put spikes on a door?
Closed doors turns to stuck. Stuck doors gets more difficult to bash down.

Try it yourself. Set 3 spikes in a door and try to bash it down. Should be significantly harder than an ordinary stuck door.

Monsters still manage to open it.
Yes. With 3 spikes they only have have 1% chance to bash it down. But some monsters are very persistent, so if they try for many turns the odds are still pretty high.

Can armors be damaged/destroyed?
No, it's on the to-do list. Armors still totally sucks. :P

I  like this new skill system.
Nice. So do I.

Traditional Roguelikes (Turn Based) / Re: Infra Arcana - Release 9
« on: October 13, 2011, 02:23:00 PM »

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