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Traditional Roguelikes (Turn Based) / Re: Infra Arcana, a horror/Lovecraft roguelike (now at v16.0).
« on: April 25, 2014, 12:42:04 PM »Quote from: Legend
I think that zombies are not being being destroyed by tnt when out of view.I'll look into it.
Quote from: Legend
Also, a key binding for the lantern would be really nice. Either that or one that reuses the previously used item such as the lantern, tnt, cocktails, etc. Maybe simply "E"?Something like that would be nice. Although I'm not sure about 'E' immediately using the last used item. I'd never dare use it in case I accidentally light a dynamite, or quaff some harmful potion (or waste a good one). It would need a confirmation query then "Turn on Electric Lantern? y/n", or "Drink Potion of Vitality? y/n". This could be somewhat faster than pressing 'e' and navigating to the lantern in the menu though. Another option as you suggested is that 'E' is only used for toggling the lantern. It's probably the most commonly used item, so it would make sense in that way. If you have multiple lanterns I suppose it would toggle the first one in the list.
Quote from: Legend
I'm seeing a bit of redundancy in the inventory menu and the use items menu. Seems inventory is only good for seeing my non equipped items and dropping them. It would be nice if I could also use items from that same menu.That could work. Hm, I wonder if the 'e' menu could even be removed completely then? In that case, 'e' could be used to toggle the lantern. I'm not sure about removing it though. I think it's nice to have a filtered list of only things you can activate somehow, especially in a tough situation. Then I always press 'e' and see very clearly what my options are.
I'm also thinking that if the 'e' menu is kept, and if I implement item usage through the 'i' menu, it would seem a bit weird. The only purpose of the 'e' menu would be to filter the list. It would be more redundant than the current system.
UI design is really damn hard...
Quote from: Legend
For Potions, maybe a quick pop-up that asks the player whether they wish to drink or throw it in order to make throwing them less cumbersome?I intend to implement throwing any single item without equiping it in the throwing slot somehow. All item types should them be throwable as well, so you could for example throw a Sledgehammer or Iron Suit. Perhaps you could press 't' while browsing items in the 'w', 'e' or 'i'?
(I will still keep the missiles slot for regularly thrown stuff like throwing knives of course).
Quote from: Legend
A sound for lighting/sizzle for the tnt/cocktail would be a nice touch. And a splat/squish/gib sound for destroying corpses by bashing.That would be good. I've written it down.
Quote from: Legend
Sorry if it was discussed before, but is there any way to restore sanity?You can only restore shock not insanity. Maybe (probably) in the future.
Quote from: Legend
Maybe a small amount of anti venom in the medical bag? Poison almost always gets me down very close to death and I've had to quaff several vitality potions to try and wait it out.Quaff several vitality potions? For one poisoning? The vitality potion should heal the poison, and restore your HP completely. So you should only need to drink one.
There are already antidote potions, so it would be strange and redundant to also include it in the medical bag. But perhaps there could be something that slows the poison, or shortens the duration? Some sort of syringe?
Quote from: Legend
Could multiple medical bags be combined (supplies from one transfered over to the other) so you only have to carry one bag?Good idea. I should make it so that when you pick up one bag, it will just increase the supplies in the currently carried one. Although I will some day (not too far) implement item descruction, such as scrolls burning up when you're on fire, or potions shattering from cold, or items being dropped (and disappearing) when you're swimming or climbing. It would be infuriating if you have gathered a huge medical bag with like 120 supplies, and it gets destroyed/lost. I suppose a solution could be that instead of the whole thing being destroyed/lost, you lose X number of supplies.
Quote from: Legend
Is it currently possible to set sounds for all enemies/actions or just the ones you actually have sounds for currently? I wanted to try and set sounds for rats, spiders, other enemies etc. A config file to do so and .wav support would be nice for sound effects to make for easier customizing. I wanted to try and add some sounds from Blood for my personal use.At the moment you can only replace the sounds already in place. Although maybe this could be externalized to make it more customizable. See my comments in this thread:
http://infraarcana.wikispaces.com/share/view/67239996
Quote from: Legend
The corpse bashing is still confusing me. If there is a 1/3 chance of destroying a zombie corpse by bashing it, wouldn't that mean that it would take 3 tries at most to destroy it. I know it has taken more than 3 times before for a single corpse.That's not how probability works. If you toss a coin, is it 100% guaranteed to land on heads within two tries? I have sometimes tossed a coin and it lands on heads 10 times in a row. It's the same thing in IA - for 1/3 chance, it will ocassionally happen that it takes even 20 tries. Normally it will take around three tries though.
Quote from: Legend
A shield item that could provide a small amount of protection and assist in bashing?A shield doesn't seem to fit with the time period.
Quote from: Legend
Where's my spiked mace?Well I decided that it doesn't really fit in the game (see above comment) - at least for now. However, I do have some vague plans to introduce old medieval-era stuff, which could have been lying around in the dungeon for hundreds of years. Although the question would arise why this stuff is not rusted after lying on the floor of a damp dungeon for a thousand years? A sword can't possibly be usable in this condition, after all this time? It would have to be magic weapons.
Quote from: Legend
Also, for some reason, when I run the game, my display shifts to the right slightly so a few lines on the side get cut off. Not sure if this is due to the game or my monitor. I tried fiddling with the monitor but no luck. The only rl/program I have the issue with. Running in fullscreen 16x24 dos ascii mode btw. Monitor is 1280x768 resolution.Well, as you know, we discussed it here (I'm just linking for others to see):
http://infraarcana.wikispaces.com/share/view/67239996