Search found 42 matches

Sunday, 15th April 2012, 14:45

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 25810

Re: How to make zombies more interesting?

Methinks there's no need to complicate the original premise of the Zombies themselves (them being low-threat shuffling versions of other monster). I do like the rise from the ground suggestion earlier though (as long as it scripted so that all Zombies raise simultaneously, and with the player somewh...

Sunday, 8th April 2012, 14:29

Forum: Game Design Discussion

Topic: Inuoc, God of Competition

Replies: 16

Views: 3979

Re: Inuoc, God of Competition

If you're going to model the god after the ancient olympic games maybe have some boost for not wearing any armor (athletic nudity) and an ability that makes monsters neutral (the olympic truce). The victors were awarded wreaths of laurels, so if you insist on having god-specific equipment it would m...

Sunday, 8th April 2012, 14:04

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

Well, easter came and went and since there haven't been any further discussion I may as well reply to that last post. Now, it isn't that I mind arguing for arguments sake (I enjoy it), but you don't even seem to have put a lot of effort in doing so. "Popular" doesn't mean "well-design...

Wednesday, 4th April 2012, 15:47

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

Well, my core design philosophy is that gods are there mainly in order to change some aspects of the game, force the player to adapt, increase replayability and just make the game plain more interesting. Chei is in my eyes a very well designed god for this reason - it forces players out of their com...

Tuesday, 3rd April 2012, 22:33

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

I think you missed a couple of perks of devour essence - one is the ability to gain resistances by eating enemies (which kinda works since enemies tends to be affiliated with the elemental damage they deal, and there's the aforementioned items to make up for the rest), the other is the ability to ea...

Monday, 2nd April 2012, 20:44

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

Looked around the Dev Wiki but none of the 2 glutton god proposals seemed all that fleshed out (the second has some good backstory tho)? Anyhow collected some loose ideas I had around the thread along with some feedback changes (thanks!). I'll probably post this on the Dev Wiki soonish when I get th...

Sunday, 1st April 2012, 22:58

Forum: Game Design Discussion

Topic: Nerf player translocations (was: Monster Constriction)

Replies: 40

Views: 8666

Re: Nerf player translocations (was: Monster Constriction)

Another solution is to just remove cT entirely and have the accuracy of translocations depend on spell power/distance (with an additional malus on current -cT levels).

Saturday, 31st March 2012, 21:21

Forum: Game Design Discussion

Topic: Spell: Animate Golem

Replies: 4

Views: 1325

Re: Spell: Animate Golem

Items: Armour golem. This should be considered optional since it's more complicated, but will allow some customisation and flexibility in building golems. The idea is that you pile a set of items on the floor and cast the spell on the stack. The golem is raised from those materials. Valid items are...

Friday, 30th March 2012, 12:31

Forum: Game Design Discussion

Topic: Ideas for Vaults

Replies: 18

Views: 3887

Re: Ideas for Vaults

When I hear "Vaults", I envision wide corridors (2+ tiles) connecting lots of small vaults (entrance, exit or otherwise) across the level. The corridors are solely patrolled by yaktaurs and vault guards, leaving the bigger threats inside the vaults proper (eg Dragons guarding hoards). Natu...

Tuesday, 27th March 2012, 18:41

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14222

Re: Dungeon Layout

On the subject of general level layouts, I for one would be glad to see the open levels of swamp and vaults go. It's not that they alter difficulty that much but they are just way visually bland, which along with being quickly explored enforces the notion of the midgame being largely transport for t...

Tuesday, 27th March 2012, 17:53

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25856

Re: Spider branch

It's hard to tell without comparing it to existing tiles, but I actually like the proportions of the first one better. The second one looks to much like it's just protruding from the top of the spider parts front segment imo.

Monday, 26th March 2012, 19:07

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

Making it so that player's can't intentionally go into beast, basically. Not having full control over when the transformation occurs is more in line with lycanthropy as a trope imo, and encouraging players to wear rings of hunger is pretty amusing. As someone mentioned having to go from Engorged to ...

Monday, 26th March 2012, 18:04

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

I can kind of make the jump from there to Clarity/Stasis, although I'm not convinced. But it's still the case that See Invisible/Clarity are Ashenzari boons; and Stasis doesn't just prevent paralysis, it also stops teleportation, hasting, and probably some other effects that I forget. Also, what yo...

Monday, 26th March 2012, 16:10

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25856

Re: Spider branch

On the other hand having the spiders try and eat everything caught in webs and not only the player would be quite awesome. Would really capture that creepy crawly vibe.

Saturday, 24th March 2012, 14:56

Forum: Game Design Discussion

Topic: Spider branch

Replies: 107

Views: 25856

Re: Spider branch

I think it's a good suggestion for turning an otherwise unremarkable lone creature into a potential "oh shit" situation by itself. One way to visually represent this could be for dead hive insects to release clouds of pheromones upon dying (which in turn dissipate over time). The more clou...

Friday, 23rd March 2012, 19:56

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

I don't really see the stash problem to be honest - there's the dungeon (and temple for people being paranoid about jellies) to store superflous stuff in as well as the Lair/Vestibule if you haven't cleared all associated branches there yet. I don't play pure casters so cannot really comment there b...

Friday, 23rd March 2012, 15:48

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

It isn't a god of Wolves (or any other beast) though; it's a primal aspect of hunger. The wolf just happens to be associated with gluttony in northern europe. One example is that the Fenris Wolf in mythology ends up eating the god of wars left hand, the father of the gods and the sun before being pu...

Friday, 23rd March 2012, 12:40

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

Soul Hunger : As I said in the werewolf thread, transforming when hungry makes a lot of sense. But making this available basically for free at 0 piety I'm not sure about, it sounds a lot more powerful than the abilities other gods give you to start out, especially alongside Skill Relocation! But if...

Friday, 23rd March 2012, 11:04

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

Well, they would have to waste precious turns finding the enemy whilst the food clock is ticking, and resting uninterrupted is not always an option. Maybe just add some more downsides to being in beast form (other than not having access to weapons/armor/wands), alernatively giving some small amount ...

Thursday, 22nd March 2012, 23:30

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Re: Ravenous God

It seems like casting high level offensive spells to weaken up monsters wouldn't work if the god doesn't like killing in any way but in beast form. Maybe casting buffs would work for the spell hunger but many casters don't have very high weapon skill. It's poorly worded, but this restriction wouldn...

Thursday, 22nd March 2012, 22:14

Forum: Dungeon Crawling Advice

Topic: Complete NaMo of Chei character guide

Replies: 34

Views: 9567

Re: Complete NaMo of Chei character guide

Any particular reason not to go for NaTM instead of Monk? I haven't played it in .10, so the loss of Evaporate may have hurt more than I imagine but having easy access to blade hands makes the midgame into a total pushover (and it isn't like you need to put a lot of XP into the magic skills to make ...

Thursday, 22nd March 2012, 21:47

Forum: Game Design Discussion

Topic: Ravenous God

Replies: 33

Views: 9849

Ravenous God

When reading the Werebeast thread it struck me that Lycanthropy would be pretty sweet as a God ability. Given that Crawl also has yet to implement a god of gluttony and strongly dislike the food system as it stand, this is what came to mind. Would it work ingame? If not, how can it be improved upon?...

Thursday, 22nd March 2012, 16:14

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

One workaround to that is to write any branch the player has previously visited out of the script (minus Pandemonium should there be Runes left in it I suppose). Another would be moving Enact to * or ** piety (which should probably be done anyhow, *** is kinda deep in) and split Fortune of the bold ...

Tuesday, 20th March 2012, 20:20

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

Hey look, wiki page! I still haven't managed to figure out how to make lists without screwing up the index but I'm getting there. Pondering drastically reducing the OP of this thread to only provide a link and use this for discussion instead; good idea? In light of the stash situation I also went a...

Tuesday, 20th March 2012, 01:53

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

..They what now? What about those Jelly rooms in the Lair?

Tuesday, 20th March 2012, 01:43

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

Don't forget you can still leave stuff around the main dungeon for future use (as well as lair/the vestibule as long as you haven't finished all subbranches). Leaving stuff behind closed doors is kind of safe as far as jellies are concerned, and thieve can be hunted down as well. I'm saying it feels...

Tuesday, 20th March 2012, 00:08

Forum: Game Design Discussion

Topic: Food Reform

Replies: 33

Views: 6487

Re: Food Reform

I agree that food should be removed altogether. It's tedious, doesn't add anything to gameplay, easily trivialized and somehow makes the game -less- immersive then it would be in its absence. High Level spells and abilities can be controlled through adding glow to all spells, forcing the player to s...

Monday, 19th March 2012, 21:01

Forum: Game Design Discussion

Topic: The Scaling Problem

Replies: 30

Views: 6954

Re: The Scaling Problem

Because those 1% of games are the ones players will remember playing, and arguably are what makes beating your head against the vicious early game worth it so that you may play them. And yes, making it halfway through Lair and suddenly being able to afford autopilot mode with few hitches until the (...

Monday, 19th March 2012, 19:15

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

It's OK, but better inventory management seems a bit off as well, more in line with what Sif Muna should afford the PC? Tried warping my previous ability to let the player put on a show (literally!) for surrounding monsters; might be a little hard to properly balance but I like the concept and it ma...

Monday, 19th March 2012, 17:10

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

Ah. But the player isn't a conquering hero. S/He's an actor pretending to be one in order to amuse the powers that be (..whilst also enacting the predestined fate of the universe? Good thing religion isn't required to be internally consistent pretty much by default). Encore isn't a very powerful abi...

Sunday, 18th March 2012, 20:16

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddess of Drama

Looked your post over, most of what you wrote I agree with and had already changed (scroll sacrifices etc), updated the OP some more to convey the rest. I like Encore as an ability so I'll keep it for the time being (it's simple, thematic, not much different from the good gods similar abilities and ...

Sunday, 18th March 2012, 17:02

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddes of Drama

Points taken. So then, some sort of order that she adheres to? The PC can move about the main dungeon as he/she/it likes, discovering new branches and whatnot (which he cannot enter without Riefe's consent). Once he happens about the next branch on Riefes list (or any portal vault) he is bound to en...

Sunday, 18th March 2012, 12:00

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Re: Goddes of Drama

But the dramatic arts theme, as you have it, doesn't feel coherent to me; connecting "not being able to leave a level or a branch" with "god is telling a story" seems like more of a stretch between flavor and mechanics than we see with other gods. (And you don't have much space ...

Saturday, 17th March 2012, 17:56

Forum: Game Design Discussion

Topic: Goddess of Drama

Replies: 29

Views: 6725

Goddess of Drama

Used to be a TL;DR wall of text describing Riefe the Director.

..That may now be found here!

Saturday, 17th March 2012, 12:23

Forum: Game Design Discussion

Topic: Caps for Summoning and Necromancy

Replies: 25

Views: 5530

Re: Caps for Summoning and Necromancy

Well, after giving this matter some thought this would be my personal wishlist regarding summoning (and various other stuff). The principial aim of these proposals are to make summons a valuable resource to maintain rather than the consequence free spam button it currently is. *Summoning as a skill ...

Wednesday, 14th March 2012, 23:45

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: MuWz needs a final blow (image heavy thread)

Replies: 38

Views: 8711

Re: CIP: MuWz needs a final blow (image heavy thread)

Huh. Those Elephants trample so the stairs doesn't look very viable unless you can distract the lead one somehow. Luckily, you DO have some wands of Enslave Other which could work should the Mephitic fail (does it still create all 9 spaces at your spell power in .10?). IDK the spell power of Evocati...

Wednesday, 14th March 2012, 20:09

Forum: YASD! YAVP! and characters in progress too

Topic: YASD: MuWz needs a final blow (image heavy thread)

Replies: 38

Views: 8711

Re: CIP: MuWz needs a final blow (image heavy thread)

Cancel telly, kill Ooze and see whether you can reach the closest downstairs to rest (wielding escape decks). West is a deathtrap what with all that water and you don't want to go south with all those jellies on the prowl.

Wednesday, 14th March 2012, 12:12

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP-xbow allrune TrBe of Nemelex

Replies: 3

Views: 1378

Re: YAVP-xbow allrune TrBe of Nemelex

Nice Ring! Any particular reason you skipped translocations for portal projectile? How did being a troll in the post-endgame work foodwise without Hive (I'm guessing a-ok since you could sac for Wonder)?

Tuesday, 13th March 2012, 22:46

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP] HoPr of The Shining One

Replies: 1

Views: 1122

[YAVP] HoPr of The Shining One

Dungeon Crawl Stone Soup version 0.10.0 character file. 9649824 Kristos the Axe Maniac (level 27, 251/269 (275) HPs) Began as a Hill Orc Priest on Mar 11, 2012. Was the Champion of The Shining One. Escaped with the Orb ... and 15 runes on Mar 13, 2012! The game lasted 15:09:08 (175078 turns). Krist...

Saturday, 18th February 2012, 11:45

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP] NaTm first win ever, 15 runes

Replies: 5

Views: 1529

Re: [YAVP] NaTm first win ever, 15 runes

Getting to lair is probably one of the hardest feats in the game with this build though, that window between poison resistant enemies showing up and getting Chei/Blade Hands online must've killed like 20+ of my characters alone, not to mention those early Hobbos. After Lair it's easymode until the V...

Friday, 17th February 2012, 21:29

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP] NaTm first win ever, 15 runes

Replies: 5

Views: 1529

Re: [YAVP] NaTm first win ever, 15 runes

Essentially I stopped putting points in magic as soon as I had Blade hands castable at manageable hunger and just ripped stuff apart in close combat. This changed in the lategame when I pumped Necromutation to castable levels and then.. trashed stuff in close combat. Spell hunger was never an issue ...

Friday, 17th February 2012, 21:07

Forum: YASD! YAVP! and characters in progress too

Topic: [YAVP] NaTm first win ever, 15 runes

Replies: 5

Views: 1529

[YAVP] NaTm first win ever, 15 runes

..And life is good again. I've only had the game for a couple of weeks now but have had ample opportunity to hone my roguing skills on ZangbandTK for years on end until I cracked that, and much of the same principles apply (ie all coward, all the time). Having easy access to the Wiki helps reduce th...

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