Search found 81 matches

Wednesday, 7th May 2014, 06:39

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

In case anyone's wondering, this isn't dead; I took a break for a while to play in the tournament (the better to learn what should and should not be imported, in part), and am back to merging Stone Soup code. It might be a while before I release another build, though; merging this , while good and n...

Saturday, 5th April 2014, 00:58

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

I just installed CL for the first time and I'm getting this. Image 2.png I don't know if it's my fault or not. Running the Windows version. Not your fault; something went wrong with the Windows tiles packaging, and I'm not sure what. Rebuilding it resolved the issue, and the fixed package is upload...

Friday, 4th April 2014, 10:16

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

New builds uploaded.

Included: A fix for the reported edict false positive (and many others), as well as some Stone Soup imports. Nothing particularly new, but it should feel slightly closer to modern Stone Soup in some ways.

Thursday, 3rd April 2014, 04:38

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Slight issue, quaffing a potion of healing was apparently a violation of the "no summoning" edict. Oh dear. I see exactly what's causing this, and, uh... let's just say this isn't the only false positive. I may need to put out a fix tonight. Remember kids: switch statements need break sta...

Wednesday, 2nd April 2014, 15:35

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Aah, fixed. Sorry about that, there were some bad .des files in the Windows uploads (the Linux uploads were fine). My regular Windows build setup recently broke, and I was careless in assembling them this time.

Wednesday, 2nd April 2014, 06:35

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Alright, I think now's as good a time as any to get Crawl Light resurrected. And to that end... New builds! Things that have changed since the last development release: Zin has been completely overhauled. ⋅ Recite has been removed. ⋅ Vitalisation has been removed. ⋅ Imp...

Friday, 15th March 2013, 07:49

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Glad you've been enjoying it!

Development's been on hiatus for a while, but has recently been picked up again; here's a teaser of what'll be coming in the next binary release (I'll need to find hosting other than Github, since they discontinued that service)...

Tuesday, 25th September 2012, 18:38

Forum: Game Design Discussion

Topic: Invisibility seems worse at high spell power

Replies: 27

Views: 9720

Re: Invisibility seems worse at high spell power

Why is the contamination is handled over time? Why not give it all when casting the spell? Currently it's very hard to determine if casting a spell would give you yellow glow or not, and thus the game gives no warning (prompt) for these dangerous acts, which is not the way crawl usualy handles thes...

Tuesday, 18th September 2012, 03:23

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

The ones I prolly like the most is the removal (or reduced??) spawn of out of depth mobs Out of depth spawning is an unfeature on easy mode only. On normal (one Pandoora opened), populating dungeon levels is done as in Stone Soup (modulo rebalancing for the shallower dungeon and stuff like that). O...

Monday, 17th September 2012, 05:06

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Thanks for the feedback! I'll address a few of your points specifically... Balancing the races with the removal of the food clock. Glow clock functions exactly the same for every species, Not actually true anymore , though I'm not sure the server's seen a recompile since that was done (rebuilds on d...

Friday, 14th September 2012, 07:37

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

The Windows binaries for Crawl Light have been updated again. Highlights include: my plans for Dis and Cocytus have had an initial implementation, mimics are no longer generated, a few bugs have been fixed (notably including a crash afflicting Cheibriados followers), archery is more accurate at low ...

Thursday, 6th September 2012, 17:31

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

I like the "pandoora" idea very much. Especially I like that it's a choise you making through a game itself, not the options in main manu. One thing I would like to suggest, though, is to make this "unleashing" process even more gradual. Every branch and sub-branch can have from...

Thursday, 6th September 2012, 07:58

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Galefury wrote:Oh, dtsund has his own vision for an ultimate challenge.


Indeed. Oh, indeed!

Thursday, 6th September 2012, 07:50

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21380

Re: Curses

Regarding randarts, I hadn't thought that far ahead. Not sure how they'd work in that system (possibly they could have multiple curses on them, or perhaps they'd just be allowed to be negative).

Regarding gradual uncursing, I think I'd prefer an all-or-nothing system.

Wednesday, 5th September 2012, 18:15

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21380

Re: Curses

Here's a proposal that I briefly alluded to on IRC, based on some of the stuff here: Everything in the game is cursed when you find it. When you equip something new, you are forced to either wear it until the curse wears off through experience gain or until you uncurse it with a (rare) scroll of rem...

Wednesday, 5th September 2012, 08:28

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

Re: The Crawl Light thread

Thanks; should be working now.

Tuesday, 4th September 2012, 23:15

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 60127

The Crawl Light thread

Wherein we discuss shortened dungeons, difficulty levels, implicit ammo, and other abominations! Crawl Light, for those unfamiliar with it, is a fork of Dungeon Crawl: Stone Soup that's been active for a little over a year by this point. The fork is based on the 0.8 codebase, but has imported a grea...

Friday, 20th July 2012, 21:51

Forum: Game Design Discussion

Topic: Fighting reform

Replies: 127

Views: 359699

Re: Fighting reform

Rather than give every weapon type its own special property, one straightforward thing you could do would be make one of the weapon types statistically better than the rest. For instance, Maces & Flails could just have better numbers than the corresponding Long Blades and Axes; the choice would ...

Wednesday, 18th July 2012, 16:17

Forum: Game Design Discussion

Topic: Remove Slow from Wizard book?

Replies: 20

Views: 4413

Re: Remove Slow from Wizard book?

When playing Wizards, even pure-caster Wizards, Slow is a major go-to spell of mine for dealing with spiny frogs. It also sees significant use against other enemies that Mephitic Cloud can't disable.

If Slow isn't being used, it's not because it's a bad spell for Minor Magic.

Monday, 16th July 2012, 20:36

Forum: Game Design Discussion

Topic: Ashenzasi/Octopode Bug?

Replies: 32

Views: 6225

Re: Ashenzasi/Octopode Bug?

BlackSheep wrote:Usage probably wasn't the best choice of words. If you read his posts, he's looking for a weighting based on prior sacrifices.

Oh, whoops! Disregard my nonsense.

Monday, 16th July 2012, 20:02

Forum: Game Design Discussion

Topic: Ashenzasi/Octopode Bug?

Replies: 32

Views: 6225

Re: Ashenzasi/Octopode Bug?

XuaXua wrote:Do not do it randomly. Balance it based on usage.

This is both abusable and spoilery.

Saturday, 14th July 2012, 18:56

Forum: Game Design Discussion

Topic: Ashenzasi/Octopode Bug?

Replies: 32

Views: 6225

Re: Ashenzasi/Octopode Bug?

eeviac wrote:why can't we just let ash worshippers choose which scroll they want

I believe interface burden was the argument for not doing that.

Friday, 13th July 2012, 22:51

Forum: Game Design Discussion

Topic: About Hunger

Replies: 37

Views: 8463

Re: About Hunger

I haven't gotten good enough at Brogue to die to starvation. I've won at least three or four times, and have never starved to death. I've come close a few times, though, and lost one game because hunger pressure forced me to play recklessly; I consider Brogue's hunger clock well-designed and a good...

Thursday, 12th July 2012, 07:47

Forum: Game Design Discussion

Topic: About Hunger

Replies: 37

Views: 8463

Re: About Hunger

I'd kinda imagine Crawl Light would take a stab at it sooner than Stone Soup The hunger clock is already an unfeature in Light, having been replaced by glow costs for most tactical things that cost hunger before. This has also had a few second-order effects, like necessitating Brogue-style monster ...

Monday, 9th July 2012, 05:10

Forum: Game Design Discussion

Topic: Crawl things I don't get.

Replies: 47

Views: 11281

Re: Crawl things I don't get.

eeviac wrote:That would be awesome if you did post a patch, man. I've been trying to figure out the code myself but I'm no good at this stuff.

Done.

Monday, 9th July 2012, 04:47

Forum: Game Design Discussion

Topic: Crawl things I don't get.

Replies: 47

Views: 11281

Re: Crawl things I don't get.

Corpse Sacrifice: I am sure that every deity throughout history irl has a handbook on how to sacrifice on an altar and everyone who ever performed a sacrifice did it the same way throughout history. There is variety. The Mayans did it by decapitation, Baals did it by incineration. Why is it surpris...

Monday, 2nd July 2012, 05:42

Forum: Game Design Discussion

Topic: Why is the LOS limit not a square?

Replies: 14

Views: 4093

Re: Why is the LOS limit not a square?

Patashu wrote:Try playing Crawl Light, it has square LOS

Indeed, and it wasn't added just as an experiment; the chances of Light reverting to roundlos are approximately zero.

Sunday, 24th June 2012, 20:05

Forum: Game Design Discussion

Topic: Proposal: Launchers with Infinite Unbranded Ammo

Replies: 119

Views: 28547

Re: Infinite Ammo

This is planned for Light, and actually near the top of my to-do list.

Thursday, 21st June 2012, 19:52

Forum: Game Design Discussion

Topic: Potion of beneficial mutation

Replies: 161

Views: 44890

Re: Potion of beneficial mutation

I am a bit worried that good players like MarvinPA will go for a mutation free game anyway. The goal is not to make mutations the solution to everything but to have a wider range than "shun mutations at all costs; if you have sufficient !cMut, perhaps try !Mut before the Zot battle". A po...

Tuesday, 22nd May 2012, 08:01

Forum: Game Design Discussion

Topic: Need more numbers

Replies: 29

Views: 6808

Re: Need more numbers

Figuring out the particulars for those numbers when spells like Chain Lightning are involved would be incredibly hard, I suspect.

Tuesday, 15th May 2012, 20:50

Forum: Crazy Yiuf's Corner

Topic: DCC Port to Pen and Paper

Replies: 30

Views: 6852

Re: DCC Port to Pen and Paper

Agreed, the mechanics would need to be abstracted a lot, as they rely on a computer to do a lot of number crunching. You'd be better off utilizing the pantheon and setting to create a roguelike module for an existing tabletop system. Indeed; I briefly joined a 4e game that used the Crawl setting on...

Monday, 14th May 2012, 22:43

Forum: Game Design Discussion

Topic: Easy/Casual Mode

Replies: 23

Views: 5920

Re: Easy/Casual Mode

Oh hey, I guess this is a thread I should probably post in! (although yeah, it's based on 0.8 so I expect it's unlikely to ever be up-to-date with bug/crash fixes, interface improvements and so on). For what it's worth, I've merged quite a lot of post-0.8 commits into the Light code. I stopped becau...

Thursday, 10th May 2012, 03:39

Forum: Game Design Discussion

Topic: Felid overhaul/removal

Replies: 86

Views: 23628

Re: Felid overhaul/removal

Okay, let's consider this for a moment. [*]Planescape Torment style resurrection. You come back, but without your memories. Apply amnesia to item identification, memorized spells, maps, maybe even skills. Wholesale amnesia or randomized selection from categories could work. Amnesia of that type has...

Monday, 7th May 2012, 19:50

Forum: Game Design Discussion

Topic: Felid overhaul/removal

Replies: 86

Views: 23628

Re: Felid overhaul/removal

IronJelly wrote:2) they are not unable to use things. Instead, the wand or weapon is in their mouth, which:
a) means they can't eat without unwielding.
b) MUST wield a wand to evoke it

Sweet Jegus, the tedium.

Sunday, 6th May 2012, 00:30

Forum: Game Design Discussion

Topic: Stat balance (STR/INT/DEX)

Replies: 14

Views: 4080

Re: Stat balance (STR/INT/DEX)

A common proposal is to ditch them altogether but I feel that the three stats can be made meaningful. For what it's worth, my (eventual, not in the upcoming version) plan for Light is to replace the numerical stats with three-tier mutations ("You are [very|extremely] intelligent/dopey.") ...

Saturday, 28th April 2012, 23:01

Forum: Game Design Discussion

Topic: Glow warning

Replies: 17

Views: 3622

Re: Glow warning

I assume the problem is you roll for contamination after you cast the spell. You could get around this- roll for contamination in advance, check what the total contamination will be after adding, warn if necessary, then apply the contamination if the user confirms. That's not actually how it works ...

Saturday, 28th April 2012, 19:22

Forum: Game Design Discussion

Topic: Glow warning

Replies: 17

Views: 3622

Re: Glow warning

Blade wrote:I'm aware that there's glow variance, but in general, I wouldn't want to go invisible even with a 10% chance that I would immediately go into yellow glow.

The way it works, calculating the odds for such things would be very difficult.

Saturday, 28th April 2012, 19:16

Forum: Game Design Discussion

Topic: Glow warning

Replies: 17

Views: 3622

Re: Glow warning

Stone Soup's glow mechanics don't allow for anything like a reliable warning for overcontamination. Light's do (and you do get a warning there), but only because the glow mechanics had very significant changes.

Thursday, 29th March 2012, 03:39

Forum: Game Design Discussion

Topic: Monster AI (was: Dungeon Layout)

Replies: 17

Views: 3772

Re: Monster AI (was: Dungeon Layout)

There are upsides to predictable AI an an against-the-computer, asymmetric game like this. If the computer's behavior can be predicted, this allows the player to reasonably calculate the game state several turns in advance, and also makes it reasonable for there to be situations where doing so is re...

Saturday, 25th February 2012, 05:15

Forum: Game Design Discussion

Topic: Is buffing too powerful

Replies: 13

Views: 3379

Re: Is buffing too powerful

As far as I'm concerned, that would be an improvement. I fail to see how Crawl benefits from levitation and flight being possible; they're generally not tactical effects, but rather "keep them active always and forever when you need to pass bad terrain" effects. The game would, in my opini...

Tuesday, 21st February 2012, 00:16

Forum: Game Design Discussion

Topic: New Mutation Proposal; Amnesiac

Replies: 8

Views: 2204

Re: New Mutation Proposal; Amnesiac

Map deterioration is an interface screw and nothing more. Nothing's stopping me from sketching the layouts of every floor in case I wind up an amnesiac. If I forget a spell in no tension all it makes me do is return to my stash and relearn it. If I forget a key spell (like Blink) in high tension it'...

Tuesday, 21st February 2012, 00:12

Forum: Game Design Discussion

Topic: alternatives to permabuff

Replies: 117

Views: 23723

Re: minimum spell hunger cost

evilmike wrote:Giving the player a numerical glow stat on the interface (along the lines of HP and MP) would be an extreme solution, but might be the best one, depending on how things go.

Yeah, I didn't mention it above, but I did also add a Glow meter underneath the Magic meter.

Monday, 20th February 2012, 19:30

Forum: Game Design Discussion

Topic: alternatives to permabuff

Replies: 117

Views: 23723

Re: alternatives to permabuff

About glow, if you can gain some more easily, maybe it should also be easier to get rid of it. Or at least less tedious. When you rest, it could go away faster. That shouldn't make it any easier to abuse haste or controlled blink. For what it's worth, Light's in the middle of a glow overhaul. If an...

Sunday, 8th January 2012, 02:04

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 24249

Re: Improving Xom!!!

I'll be watching this thread with interest. One idea I've had was to temper the worst effects with some form of compensation. For instance, if you get banished to the Abyss at a low level, you might get a decent set of pets to give you a fighting chance to survive, or Xom might put an exit portal ne...

Monday, 31st October 2011, 04:58

Forum: Game Design Discussion

Topic: Throwing Gifts

Replies: 4

Views: 1324

Re: Throwing Gifts

Unless it was changed recently, I don't think Trog or Okawaru give giant rocks.

EDIT: I should read other posts more closely.

Tuesday, 18th October 2011, 23:03

Forum: Game Design Discussion

Topic: Reavers

Replies: 38

Views: 9432

Re: Reavers

Fire magic needs this badly if for nothing than just the flavour. In my opinion. Doing things that would have such a significant impact on gameplay just for the purpose of advancing flavor is bad, wrong, and bad. The correct way to think about such things is whether they'd address serious gameplay ...

Sunday, 16th October 2011, 00:46

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 5405

Re: You fail to memorise the spell

I've offered repeatedly on IRC to port* the percentage indicator code from Light to Stone Soup, but it seems as though it's not happening. Interested parties can read resulting argumentation (starts about halfway down).

*The code is nontrivial; success is not based on an 'x chance in y' call.

Thursday, 13th October 2011, 17:52

Forum: Game Design Discussion

Topic: You fail to memorise the spell

Replies: 24

Views: 5405

Re: You fail to memorise the spell

As I see it, repeated failures are the game's way of telling you "Hey, maybe you're not quite ready to start casting that..."

Wednesday, 12th October 2011, 04:52

Forum: Game Design Discussion

Topic: Trap proposal

Replies: 44

Views: 7889

Re: Trap proposal

nvjack: You got it right. Yes, you can try standing there, but this will be a dangerous proposition. Traps wouldn't be tied to a single monster, but generally to a band (e.g. and ogre band). If you are willing to tradeno T&D for complete tactical inflexibility, go ahead :) Does this mean it sho...
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