Search found 10 matches

Tuesday, 6th May 2014, 13:06

Forum: Game Design Discussion

Topic: Barbs

Replies: 17

Views: 6458

Re: Barbs

I also had a stupid death the first time I got barbed. There was an unseen horror in the vicinity which I thought got some lucky hits, but that it'd be safe to run. I do like the effect, but it needs to at least warn you when you are about to make a suicidal move.

Monday, 14th April 2014, 08:30

Forum: Bulletin Board

Topic: Crawl 0.14: "The Shadowy Depths of Madness"

Replies: 4

Views: 3881

Re: Crawl 0.14: "The Shadowy Depths of Madness"

Really looking forward to playing 0.14. Do you know when it will be available in the Debian/Ubuntu repository?
http://crawl.develz.org/wordpress/downloads#debian

Thursday, 17th January 2013, 22:04

Forum: Game Design Discussion

Topic: Summon player clone

Replies: 19

Views: 3984

Re: Summon player clone

If you add a recall ability and the new summon changes (summons try escape with you) it may be possible to keep it alive for some time. Making it "permanent" is mostly a matter of flavour though; as it would be nice to (at least in theory) be able to keep a powerful clone around. The steep...

Thursday, 17th January 2013, 21:40

Forum: Game Design Discussion

Topic: Summon player clone

Replies: 19

Views: 3984

Re: Summon player clone

I think the idea has some merit, because it would feel cool to have a copy of yourself. I would prefer to have a fully functional and permantent copy, though.

The price could be that you forever loose a part of yourself (for example a permanent 20% reduction of your HP, MP, str, int and dex)

Wednesday, 16th January 2013, 14:12

Forum: Game Design Discussion

Topic: Monster threat descriptions

Replies: 31

Views: 7367

Re: Monster threat descriptions

I think that "learn by dying" is fine as long as it feels fair in some way. (You knew Psyche could banish you, but you didn't run away. YASD.) But the fact that each new enemy may be able to surprise-kill you doesn't feel very fair to me, as you don't have chance to be smart about it. I fe...

Tuesday, 15th January 2013, 23:35

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44160

Re: Long Blades, M&F effect brainstorm

Having a status indicator on every other blow could become visually jarring and it could still be problematic if you play too fast, but it's an interesting idea. You have a chance to make the enemy loose it's footing/stability. Once the enemy is unstable your next attack is guaranteed to hit and mov...

Tuesday, 15th January 2013, 23:04

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44160

Re: Long Blades, M&F effect brainstorm

Maybe it could be flavoured as "The orc jumps away to avoid your mighty blow!"?

Tuesday, 15th January 2013, 22:21

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44160

Re: Long Blades, M&F effect brainstorm

Yup, that's a really good point. Non-auto-fighting outside of corridors could result in lots of missteps. It may be fine to have different weapon types suited for different players. Slow players may enjoy the new possibilities. But it feels very likely that even slow players would make too many stup...

Tuesday, 15th January 2013, 21:08

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44160

Re: Long Blades, M&F effect brainstorm

As have been previously stated, I think the weapon effects are supposed to be interesting. Both reaching and cleaving allows you to kill enemies in new ways. Just adding some extra damage (against armoured opponents, via crits etc.) won't really be visible to the players and therefore not interestin...

Thursday, 10th January 2013, 11:34

Forum: Game Design Discussion

Topic: Long Blades, M&F effect brainstorm

Replies: 200

Views: 44160

Re: Long Blades, M&F effect brainstorm

M&F effect suggestion: Slam (alternatively: topple/bash/smash/shove/push/displace) You make a powerful (right-handed) swing with your weapon. Your target is hit with enough force to displace it one square (counter-clockwise, from your point of view). Example: .o. .@. ### You slam the orc. o.. .@...

Return to advanced search

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