Search found 363 matches

Wednesday, 23rd November 2016, 15:53

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 32206

Re: New hosted branch: Ieoh Jian Council. Feedback here!

1: its too strong yep :P the dancing wpns alone, without actives. maybe give them at later piety lvls only Absolutely :). See my former post for a look into how I'm going to be approaching that. 2: im using a shield, and dont seem to get penalized for that You will, eventually. I haven't gotten aro...

Wednesday, 23rd November 2016, 15:50

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 32206

Re: New hosted branch: Ieoh Jian Council. Feedback here!

Okay guys, this might sound radical but I think it's for the best: After some conversations on IRC, I've decided that weapons will not normally attack . Yep, you heard that right. Summoned weapons will simply float close to you and provide body blocking (they will be teleported away when hit as usua...

Wednesday, 23rd November 2016, 13:35

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: Developing Ieoh Jian Council (Latest version inside)

Esc wrote:I think Whirlwind should not trigger on plants. Especially when autoexploring. (Especially when wielding Firestarter.)


That's fixed in the newest version :).

Please use the other thread for feedback, maybe a mod could close this one?

Wednesday, 23rd November 2016, 08:19

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 32206

Re: New hosted branch: Ieoh Jian Council. Feedback here!

Thanks everyone for the feedback! One thing to keep in mind is that flying weapons are a severly nerfed form of Tukima's, in a variety of ways. They deal 0.7*weapon damage instead of 2*damage, they have a much lower accuracy base, plus a flat -25 to the final to_hit value (so they're quite imprecise...

Tuesday, 22nd November 2016, 12:15

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 32206

Re: New hosted branch: Ieoh Jian Council. Feedback here!

Yes it's very fun. :D I'd say it's pretty strong too. You can have strong battlefield control with pole vault combined with lunge. I've been spectating your game, you definitely adapted to the god quickly! You even found out something I hadn't realised: that you can use Project Weapon through multi...

Tuesday, 22nd November 2016, 07:22

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: Developing Ieoh Jian Council (Latest version inside)

infinitevox wrote:Would it be possible to make it so you can fire through your floating weapons, like with Ds Demonic Guardian?
It was extremely annoying not being able to zap or cast through the summoned weapons.


Working on it :)

Tuesday, 22nd November 2016, 07:03

Forum: Game Design Discussion

Topic: New hosted branch: Ieoh Jian Council. Feedback here!

Replies: 84

Views: 32206

New hosted branch: Ieoh Jian Council. Feedback here!

http://i.imgur.com/VDJN2cP.png http://i.imgur.com/hPuph5n.png Thanks to the help of johnstein and the dev team, the Ieoh Jian Council has fought its way to a hosted branch in CBRO! ( play here ). Special thanks to ontoclasm for the ability tiles! The thread where the idea was discussed is here , al...

Tuesday, 22nd November 2016, 06:45

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: Developing Ieoh Jian Council (Latest version inside)

Looks like one of the devs pulled this into an official branch in the source. This makes it really easy to create an experimental (I tried to hook up the existing process to also use pull requests, but couldn't quite get it working). This is available to play on CBRO now. http://crawl.berotato.org:...

Thursday, 17th November 2016, 20:52

Forum: Game Design Discussion

Topic: Silly species idea: Skeleton.

Replies: 14

Views: 6222

Re: Silly species idea: Skeleton.

What's the point of tying bone upgrades to corpses? None at all, just flavour. It's almost equivalent to handing the mutations as you level up, but it makes sense for the skeleton theme. Method of acquirement aside, I think it's different enough from other permanent mutation races (Ds, Dr), since t...

Thursday, 17th November 2016, 17:41

Forum: Game Design Discussion

Topic: Silly species idea: Skeleton.

Replies: 14

Views: 6222

Re: Silly species idea: Skeleton.

After gauging the initial reactions, let me make an attempt at a more serious version of the Skeleton. In particular, I hope this solves the issue that Lasty pointed out: Aptitudes ⋅  High : Axes, Long Blades, Polearms, Armour, Shields, Fighting, Conjurations, Fire Magic, Ice Magic. ⋅...

Wednesday, 16th November 2016, 18:54

Forum: Game Design Discussion

Topic: Silly species idea: Skeleton.

Replies: 14

Views: 6222

Re: Silly species idea: Skeleton.

Gaining permanent bonuses from corpses sounds like it would strongly incentivize scumming for corpses, and I am definitely against that. Hmm... It depends on how it's implemented though. It doesn't have to be a chance per corpse. The body parts you'll be offered could be secretly determined at char...

Wednesday, 16th November 2016, 07:24

Forum: Game Design Discussion

Topic: Wundvrond - tloc style deity

Replies: 33

Views: 15223

Re: Wundvrond - tloc style deity

I find the idea of a translocations God to be really intriguing, and I'd love that idea to be explored. I don't think I like this incarnation however. Even if I did, I'd say it needs to be beaten to death with the simple stick. Let me try to be constructive :) Thematically, I'm not really feeling it...

Tuesday, 15th November 2016, 20:58

Forum: Game Design Discussion

Topic: Silly species idea: Skeleton.

Replies: 14

Views: 6222

Re: Silly species idea: Skeleton.

While for some reason I really like the idea of a skeleton species, I don't think this is it. Yeah, I think it's a fantasy trope with a lot of potential in Crawl, even if this isn't the right iteration. Eating corpses for HP is like a weird cross between deep dwarf and ghoul, and I don't like it. A...

Monday, 14th November 2016, 17:42

Forum: Game Design Discussion

Topic: Silly species idea: Skeleton.

Replies: 14

Views: 6222

Silly species idea: Skeleton.

tl;dr: Skeleton race with good melee + elemental magic aptitudes. No hunger clock, can't eat or drink, and no natural regen. Regains HP by salvaging other skeletons. Can self-haste and lose their head because of it. So... Don't take this suggestion too seriously. It started as a joke between me and...

Sunday, 13th November 2016, 20:08

Forum: Game Design Discussion

Topic: The council god is now playable! (Offline). Testers welcome.

Replies: 7

Views: 3501

Re: The council god is now playable! (Offline). Testers welc

Sorry guys, I'm sort of disconnected from the tournament and keep forgetting about it. No rush, I don't want to be pushy! I might be a bit uninformed when it comes to the tournament... I always assumed it was only for the best players with high win rates, but hearing people talk about it lately make...

Sunday, 13th November 2016, 14:07

Forum: Game Design Discussion

Topic: The council god is now playable! (Offline). Testers welcome.

Replies: 7

Views: 3501

Re: The council god is now playable! (Offline). Testers welc

Bump to let you guys now the god has an altar tile now (It's quite shitty but it will do for the time being) and a lot of balance changes. Has anyone gotten around to playing it yet? I'm having a lot of fun but I can foresee issues with balance, so the help of a tester with an eye for numbers would ...

Sunday, 6th November 2016, 20:07

Forum: Game Design Discussion

Topic: The council god is now playable! (Offline). Testers welcome.

Replies: 7

Views: 3501

The council god is now playable! (Offline). Testers welcome.

Hey everyone, You might have seen, or been involved in last month's discussion about Ieoh Jian Council , AKA the council god. It's an idea I had been brewing for a while (I posted the first draft on this forum three years ago) and this time the feedback has been mostly positive and constructive. I t...

Thursday, 20th October 2016, 07:16

Forum: Game Design Discussion

Topic: Give Te perma-flight at level 7

Replies: 39

Views: 13544

Re: Give Te perma-flight at level 7

How about this: Tengu get a passive speed bonus, and 'contextual' flight. This means they will switch to flying in any cases that matter. I.e. when stepping into terrain that would affect them negatively, +Fly is instantly turned on (and by extension, shaft/trap avoidance or mitigation). After all, ...

Tuesday, 18th October 2016, 07:22

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: Developing Ieoh Jian Council (Latest version inside)

I've been getting some work done on the experimental branch (still slowly, as I'm getting used to the codebase) so I decided to update the OP with the newest design. I think it goes in the direction that the more veteran players were suggesting. Tell me what you think :)

Thursday, 13th October 2016, 14:23

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

Hadn't thought of that, to be honest. It's tricky, because I'd like worshippers to approach fights without a weapon on their hands, but that may indeed become problematic. It may be possible to just allow the player to equip their own weapon and make that work seamlessly with IJC and their mechanic...

Thursday, 13th October 2016, 13:13

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

On reflection, I'm a little worried about crosstraining with Unarmed. At higher skill levels Unarmed becomes much stronger than virtually any weapon, which means mid-to-late-game IJC worshippers will typically want to get rid of their weapons as quickly as possible (and you'll generally want to avo...

Thursday, 13th October 2016, 12:46

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I agree with the sentiment that this seems too complicated. I think theming it around the vault would be what I'd find most enjoyable. Something like the following: That's a good suggestion, thanks! Unfortunately, I don't think I'll take the God back in that direction... I was also leaning towards ...

Thursday, 13th October 2016, 12:43

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I feel like this god is incredibly complicated and would be hard to program, just because of all of the tension effects: "roll this, and then if this is greater than tension do this, and then if it is not do this and..." Could be, but don't worry, I won't be pestering any devs to waste ti...

Tuesday, 11th October 2016, 15:40

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

Do the Flowing Blade effects happen automatically? For Whirlwind and Lunge it makes sense, but for Staves and Pole Arms it sounds really annoying if it makes it actually impossible to move adjacent to a wall when there's an empty spot two spaces in the opposite direction. I'm imagining trying to mo...

Monday, 10th October 2016, 07:41

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

Ah well, I should've known better than calling this version "final" :P. @Lasty, I've been thinking about your comment specifically, and I agree that the current unarmed effects are a square peg trying to fit in a round hole. Also, I share everyone else's concerns about Project Weapon and i...

Sunday, 9th October 2016, 19:44

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I agree as well, but I'm unsure how to go about implementing the weapon spawn without the collection. If I just use a few defaults, Whichever weapons I default to will not be useful for the whole game... I have to think about it. This skeleton shouldn't concern itself at all with balance. Its purpo...

Sunday, 9th October 2016, 18:26

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I think the best elements are spawning weapons on melee, throwing weapons that then dance, and being able to switch weapons midcombat by movement to get access to new effects. Make throwing weapons use the f key instead of the ability menu. It seems these should be the core skeleton features that g...

Sunday, 9th October 2016, 18:05

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Ieoh Jian Council (Version I'll be working

I'm on mobile at the moment too (so I can't respond to everyone fully), but I was wondering: how would you feel about disengage if it had a very low chance to hit? Capped to 30% for example. That way, you'd run away from a slower monster before being able to use it, and you would still be in danger ...

Saturday, 8th October 2016, 21:13

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Gimme those abilities. Just do it. They're really awesome and impressive! You've done a great job once again rewriting this stuff and I hope to see it implemented. That Project weapon nerdgasm. Please make it real devs. Please please please? Thanks!! I love the enthusiasm :) I hope you like the ver...

Saturday, 8th October 2016, 21:11

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

I have too main concerns. One is completely design-related and not about balance at all. The other is related to balance, but is less about the absolute power of the god, and more about how the interaction between the god's mechanics could make it difficult to balance out the different mechanics th...

Friday, 7th October 2016, 14:46

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

I like some aspects of the revised proposal :) But now I'm going to put my critical hat on :twisted: I wouldn't expect any less! A weapon collection supported by non-annoying Tukima's seems like a promising concept. But make no mistake, this is pretty strong. Allies in crawl are pretty good general...

Thursday, 6th October 2016, 12:02

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Interesting idea, but I would change this: Maces/Flails and Staves gain Disengage: When moving directly away from a monster, the monster is violently pushed back two squares and dealt 1.5 times weapon damage. From the context, it looks like a passive ability rather than an activated (piety costing)...

Thursday, 6th October 2016, 11:47

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Sounds like we now have a worthwhile design to observe in an experimental branch. Exact balance details can be tweaked easily once the core features are in. Cool :). I can't wait to start coding. Let's see what other people think. Does anyone know Chinese? If we're going with the TMA / Wushu feel, ...

Thursday, 6th October 2016, 08:57

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

Going away from Gilgamesh was a good move, but stepping on Okawaru's flavour toes is questionable. Why not make them smiths, not war heroes? Good point. How about a faint Shaolin / chinese TMA flavour? A council of seven ascended monks doesn't really conflict with anything that I can think of, and ...

Wednesday, 5th October 2016, 17:17

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wikanna Council (Formerly Wiruiamesh)

I just edited the main topic with a major revision of Wiruiamesh.

I took a lot of feedback from the thread for this new version, even if the implementation itself isn't necessarily the same as was suggested sometimes, but I hope this falls more in line with what people would like to see :)

Wednesday, 5th October 2016, 12:52

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

This detail I do not like. "Saving" your favourite weapons and thus, customising what you'll get from 'the weapon roulette' is more micromanagement than I'd like for this god. Alternate detail: Auto-sacrifice any artifact weapon you see: the god automatically takes any artifact weapon in ...

Wednesday, 5th October 2016, 07:00

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

Thinking further about dpeg's idea, here's another possible implementation that could feel more dynamic and random, without UI weirdness: ⋅  (Piety -): Ability to commit weapons to the collection (praying on them) and X-train boost. Weapons are sometimes summoned based on tension and piety...

Wednesday, 5th October 2016, 06:45

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

+ Piety gain mostly through a temporary "call to battle" that has a chance to trigger every time a new enemy comes on screen. This retains the "hates cowardice, approves of bravery" but does so with a carrot, rather than a stick (punishing ranged) that doesn't mix well with some...

Wednesday, 5th October 2016, 06:38

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

Interesting! My main worry is that melee will not change much under this god. In other words, I am afraid that one-on-one combat, backtracking to avoid groups etc. would still be the way to go. In particular, the Virtuoso power looks very cool, but it might actually help in performing well in one-o...

Tuesday, 4th October 2016, 07:14

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

Thank you guys for the awesome feedback! I'll answer to everything that I can :). Yeah, this explains it. Still, I'm kinda skeptical about god requiring manual movement from you. Imagine doing this hundreds of times during one game. I can see your worry. Do you think limiting it somehow would help? ...

Monday, 3rd October 2016, 22:24

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

Its really hard for me to imagine how the gameplay of this god will look like, but from the first glance it seems like a lot of keypresses. So you basically have active abilities which you want to use every turn/couple of turns? I personally would be too lazy to do that unless they are absolutely O...

Monday, 3rd October 2016, 21:08

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Re: God Proposal: Wiruiamesh, the Blade Collector

Am I the only one thinking about Gilgamesh? What about throwing spectral copies tho from an endless treasure vault? Still, sounds fun to me. Not familiar at all... http://www.wall321.com/thumbnails/detail/20131211/fatestay%20night%20night%20master%20gilgamesh%20visual%20novels%20anime%20fate%20seri...

Monday, 3rd October 2016, 19:06

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 48179

Developing Ieoh Jian Council (Latest version inside)

NOTE: I've made some good advances coding IJC on my experimental branch, so I figured I might update you with some design decisions :). As we seemed to have reached an approximate consensus on what seems fun and what doesn't, I've incorporated less external feedback and more changes that I feel hel...

Tuesday, 15th July 2014, 09:45

Forum: Crazy Yiuf's Corner

Topic: FR: Make Crazy Yiuf's Corner live up to its name

Replies: 8

Views: 2287

Re: FR: Make Crazy Yiuf's Corner live up to its name

Well, this is just my opinion, but...

Maybe this isn't a great idea?

My opinion though.

Saturday, 5th July 2014, 08:24

Forum: Crazy Yiuf's Corner

Topic: Roguelike(likes) in Steam Summer Sale

Replies: 33

Views: 10363

Re: Roguelike(likes) in Steam Summer Sale

I really, really recommend One Way Heroics. It's a fantastic game with a very smart way to tell a story (if you liked Majora's Mask, you will like the way you must unfold its plot).

Thursday, 3rd July 2014, 20:56

Forum: Crazy Yiuf's Corner

Topic: Vagante (DCSS inspired rogue-lite in open alpha)

Replies: 16

Views: 5014

Re: Vagante (DCSS inspired rogue-lite in open alpha)

This was a lot of fun, beat it on my third character though. Ends when you defeat all the bosses. The frost bolt pretty much wrecks everything, along with the jetpack boots. There were lots of negative resistances on items that seemed absolutely meaningless - think the only elemental I was ever hit...

Thursday, 3rd July 2014, 11:55

Forum: Crazy Yiuf's Corner

Topic: Vagante (DCSS inspired rogue-lite in open alpha)

Replies: 16

Views: 5014

Vagante (DCSS inspired rogue-lite in open alpha)

There's a free open alpha for a game called Vagante that I've found really interesting. It's a 2d sidescrolled "metroidvania" game, but I thought it was interesting because it's inspired in DCSS (admitted in the developer's website). There are some elements that remind me of DCSS such as t...

Monday, 23rd June 2014, 08:58

Forum: Game Design Discussion

Topic: Proposal: Hijamseh, the Blade Collector

Replies: 11

Views: 5292

Re: Proposal: Hijamseh, the Blade Collector

I've been out for a while so forgive the necro-bump. Seeing as this god hasn't gotten terrible feedback so far, I figured I would ask for some more opinions, and see if it can be improved as a concept. So far the major issues seem to be with the possibility of wanting small collections being undesir...

Tuesday, 17th June 2014, 09:55

Forum: Game Design Discussion

Topic: Bikeshedding Iashol

Replies: 25

Views: 6556

Re: Bikeshedding Iashol

I wouldn't mind at all if you hijacked the name "Hijamseh" I had for my god proposal, as it was meant to sound vaguely Egyptian and Arabic.


By the way, he wouldn't mind some more feedback (end of shameless plug :P)
PreviousNext

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.