Search found 338 matches

Monday, 4th May 2020, 07:33

Forum: Crazy Yiuf's Corner

Topic: Map DCSS key-presses to trigger audio clips in another app?

Replies: 6

Views: 863

Re: Map DCSS key-presses to trigger audio clips in another a

To play a sound on Uskayaw's stomp, edit the path below to the sound you want to use, and put this in your rcfile: sound += shockwave through the revelers:path\to\sound.wav See options_guide.txt for sound regex details: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt#L447...

Sunday, 3rd May 2020, 19:51

Forum: Crazy Yiuf's Corner

Topic: Map DCSS key-presses to trigger audio clips in another app?

Replies: 6

Views: 863

Re: Map DCSS key-presses to trigger audio clips in another a

I’ll take a peek @ AutoHotKey and see what I can learn. I guess conceptually, I am envisioning a technique where some minimized application is still able to “listen” to key commands I’m pressing for Webtiles in Chrome browser, or in the local client DCSS. Seems like whatever app this ends up being ...

Sunday, 3rd May 2020, 19:15

Forum: Crazy Yiuf's Corner

Topic: Map DCSS key-presses to trigger audio clips in another app?

Replies: 6

Views: 863

Re: Map DCSS key-presses to trigger audio clips in another a

The post that used to be here suggested some bad approaches to this problem, skip ahead to vt's posts If you want to play sounds entirely within Crawl, and you're willing to play locally, you can compile the game with SOUND=y , and conditionally fire sounds through Lua by calling crawl.playsound...

Saturday, 18th April 2020, 22:26

Forum: Dungeon Crawling Advice

Topic: What's the strategy for extended spellcaster (MuFE of Gozag)

Replies: 14

Views: 1223

Re: What's the strategy for extended spellcaster (MuFE of Go

Generalized Crawl advice is difficult to give without misleading newer players, because the best answer is often "It depends on your character and what items + spells have generated so far in your game." Attempts to do this anyway tend to lead to the proliferation of bad advice like that o...

Wednesday, 8th April 2020, 11:04

Forum: Crazy Yiuf's Corner

Topic: feels like alot of indie games are now called roguelikes

Replies: 112

Views: 22930

Re: feels like alot of indie games are now called roguelikes

This thread is old and there have not been many indie games mentioned in a positive note. So here is one, and I am curious if anybody has any other recommendations. One Step From Eden is kind of fun. It's a deckbuilding shmup mashup that's broadly similar to Slay the Spire, only your turns have bul...

Monday, 6th April 2020, 05:10

Forum: Crazy Yiuf's Corner

Topic: Up-to-Date Stabbing Mechanisms?

Replies: 3

Views: 636

Re: Up-to-Date Stabbing Mechanisms?

In general, the easiest way to find things like this is to search the git repository. One way to do that is to make a local clone of the repo, and then run grep. You can usually start by searching for a string that might relate to what you're looking for, and refine your searches from there until yo...

Wednesday, 25th March 2020, 20:20

Forum: Crazy Yiuf's Corner

Topic: Boutique vs Emporium : What’s the Difference?

Replies: 4

Views: 876

Re: Boutique vs Emporium : What’s the Difference?

chequers wrote:It used to be, but now gozag merchant quality scales with XL

Yeah, I found it, thanks.

https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-abil.cc#L2949

Wednesday, 25th March 2020, 17:46

Forum: Crazy Yiuf's Corner

Topic: Boutique vs Emporium : What’s the Difference?

Replies: 4

Views: 876

Re: Boutique vs Emporium : What’s the Difference?

Shop suffix doesn't matter for playing DCSS, it's just flavor. Crawl has a roughly 1/4 chance of generating each suffix. If you find one of those vault-emplaced shops like nicolae's Gozag vault of LOL DONT BE POOR, then you're about to see a themed list of stuff. shopping.cc , line 1524. General sho...

Tuesday, 17th December 2019, 22:53

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Tuesday, 17th December 2019, 21:51

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Tuesday, 17th December 2019, 19:02

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Thursday, 12th December 2019, 21:32

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Thursday, 12th December 2019, 19:07

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Thursday, 12th December 2019, 17:40

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Wednesday, 11th December 2019, 02:53

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Wednesday, 11th December 2019, 02:01

Forum: Game Design Discussion

Topic: Update stair logic (nerf stair dancing)

Replies: 86

Views: 6013

Re: Update stair logic (nerf stair dancing)

okay

Tuesday, 10th December 2019, 23:27

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 8800

Re: Poll: What do you think about shaft effects?

DCSS in particular has no central figure or documents that could be described as a designer or design document. What documents exist are really about general principles, process, and plans that presuppose an existing product to build on. As such, making some observations about its current mechanics...

Monday, 9th December 2019, 17:34

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about incentive structures in Crawl?

Replies: 13

Views: 1163

Re: Poll: What do you think about incentive structures in Cr

Okay, I'm writing a full post on this, but I'm probably going to put it in GDD and it will probably be a few days. To me, this topic is fundamental to why Stone Soup is a bad game, and I'd prefer that the thread about it be one of good faith participation. Here's an attempt at a working definition f...

Saturday, 7th December 2019, 02:09

Forum: Crazy Yiuf's Corner

Topic: Poll: What do you think about shaft effects?

Replies: 122

Views: 8800

Re: Poll: What do you think about shaft effects?

man, I have so many thoughts on the topic of incentive structures in Crawl but this thread is bad

Monday, 21st October 2019, 12:42

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1669

Re: Stash (bag of holding)

I actually understand this very well. In part, Crawl items can be very opaque. In part it's because you fill the inventory quickly and so you have to make inventory choices very often. In part, it's simply because you may have invested hours into a game, and it gives a disproportionate weight to ch...

Monday, 21st October 2019, 05:56

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1669

Re: Stash (bag of holding)

Why stop there? Why not randomly delete items and equipment from the player's inventory over time, so those duplicate equipment lying all over the floor could be used to replace what was lost? The more items the player collected, the more quickly their collection would be annihilated, so they'd nev...

Monday, 21st October 2019, 01:21

Forum: Game Design Discussion

Topic: Stash (bag of holding)

Replies: 24

Views: 1669

Re: Stash (bag of holding)

So, you've identified one of Crawl's Big Problems. Congrats. Your solution is backwards, though. You're looking at it from the player's perspective: "How can I keep all of this loot?" A better way to look at it is from a dev perspective: "Why are we letting players keep all of this lo...

Saturday, 19th October 2019, 16:26

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 3003

Re: Casting UI Concerns (was: No More Haste Spell)

For clarity, my vision of a skill hotbar in Crawl began simply: 10 hotkeys, bound to 1 through 0. This came from some thoughts about turning the game into a coffebreak roguelike with a drastically reduced usable item inventory. Developing the concept from there (years ago) into something that might ...

Saturday, 19th October 2019, 13:28

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 3003

Re: Casting UI Concerns (was: No More Haste Spell)

I don't think that a two-slot quiver would sufficiently ameliorate the UX problems here. Mainline DCSS has how many * offensive ranged abilities? And you're proposing that an alt-fire quiver would address the UI clusterfuck of players trying to dynamically use any significant portion of them? * This...

Tuesday, 15th October 2019, 02:26

Forum: Game Design Discussion

Topic: Casting UI Concerns (was: No More Haste Spell)

Replies: 23

Views: 3003

Re: Casting UI Concerns (was: No More Haste Spell)

Simple bump at ebering's request. I still think it would be nice if a one-press keybind UI were written to reduce offensive ranged ability use down to a single tap that combined all of [ability selection + activation + targeting confirmation]. Ideally these binds would be visible from a window in-ga...

Tuesday, 15th October 2019, 02:23

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 11501

Re: Positional Attack Spells

ebering wrote:Regarding your edited away UI tangent: necro the thread and I'll reply there!

Yeah, I realized after looking at the OP that you requested UI issues be left out of this thread, so: viewtopic.php?f=8&t=21763

Tuesday, 15th October 2019, 00:48

Forum: Game Design Discussion

Topic: Positional Attack Spells

Replies: 101

Views: 11501

Re: Positional Attack Spells

It's great that someone is making the time to breakdown and thoroughly address ranged damage differentiation in DCSS. I wish this had happened years ago! The changes in Hellcrawl and other forks were nice, but Stone Soup has languished. Have you already implemented the new spells described on the wi...

Sunday, 6th October 2019, 18:05

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 1772

Re: Neutral monsters bad

people who would rather label things as "optimal" than actually play for the fun of it are a joke to me. Yikes. Are you sure you want to be denigrating the value of other human beings over a difference of opinion of how to have fun with video games? I'm not about to get into a discussion ...

Sunday, 6th October 2019, 12:45

Forum: Game Design Discussion

Topic: Neutral monsters bad

Replies: 19

Views: 1772

Re: Neutral monsters bad

I've read through old threads, and completely agree that degenerate gameplay is punishment unto itself. I strongly disagree with this position. Crawl is a roguelike, and the gameplay draw of roguelikes is, traditionally, to survive a hostile environment using limited tools. The problem with this ki...

Thursday, 12th September 2019, 05:53

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 1593

Re: New Species: Argons

I don't see the resistance gimmick being relevant as-written, which is why I didn't address it above. (I'm assuming there's an unwritten corollary that the species is intended to be locked out of quaffing !resistance, else this gimmick would be even more irrelevant.) Players are going to take rF bec...

Wednesday, 11th September 2019, 15:47

Forum: Crazy Yiuf's Corner

Topic: New Species: Argons

Replies: 13

Views: 1593

Re: New Species: Argons

My feeling is that some of what's written in the OP would need to be adjusted to make sense as a species, but maybe it would help to clarify the design intent? You seem to intend for this to be a stronger species: That's totally okay, there should always be space in the game for easier difficulty op...

Friday, 30th August 2019, 22:48

Forum: Game Design Discussion

Topic: Formicids should not get swift

Replies: 59

Views: 4055

Re: Formicids should not get swift

From a lore perspective, what "stasis" constitutes is not clearly defined. They have "strong ties to the Earth", and that's about all we get. Lore has absolutely nothing to do with any of this. Trying to unpack Crawl design through assessing its lore will lead you down nonsensic...

Monday, 5th August 2019, 19:47

Forum: Crazy Yiuf's Corner

Topic: what to do when too strong

Replies: 8

Views: 1182

Re: what to do when too strong

^QYes\{13} Rush straight for the orb. No stopping until your game is over. Rulechange: You are now playing crate_crawl. Rulechange: Your game is now a turncount speedrun. Rulechange: You are now playing your preferred flavour of challenge conduct. If playing locally: Save your character, go make a c...

Sunday, 4th August 2019, 21:10

Forum: Game Design Discussion

Topic: New Species Proposal/Demigod Replacement- Fallen Angel

Replies: 6

Views: 1209

Re: New Species Proposal/Demigod Replacement- Fallen Angel

How would this species design add value to DCSS? Species are Stone Soup's difficulty setting. If you want to add a new species to DCSS, you should start with a strong mechanical gameplay hook. If you come up with a hook that's significantly different from existing species and fun to play, you're muc...

Friday, 19th July 2019, 01:14

Forum: Crazy Yiuf's Corner

Topic: No MP Regen with monsters in LOS

Replies: 30

Views: 2518

Re: No MP Regen with monsters in LOS

???

Friday, 19th July 2019, 00:11

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 48

Views: 5795

Re: Difficulty vs XL

Yes.

Thursday, 18th July 2019, 22:34

Forum: Game Design Discussion

Topic: Difficulty vs XL

Replies: 48

Views: 5795

Re: Difficulty vs XL

bel wrote:Nethack 3.6.2 difficulty plot. The turns are on a log scale

This is a beautifully concise summary of why I don't like nethack.

Monday, 8th July 2019, 00:55

Forum: Dungeon Crawling Advice

Topic: High Level Necro Spells

Replies: 34

Views: 3561

Re: High Level Necro Spells

animate skeleton

Sunday, 7th July 2019, 19:39

Forum: Game Design Discussion

Topic: Monster threat level summary in offline tiles

Replies: 21

Views: 2615

Re: Monster threat level summary in offline tiles

2) I'd find that information more useful in the main view, instead of just the monster tab. This way it's visible at-a-glance in an area where I'm already looking. 3) Putting this at the top of the monster tile seems better. Monster HP bars are already shown at the bottom, and have similar colors. H...

Re: Ranged formicids badly need a buff

If you're going to let the player redefine the configuration of walls on a level to this degree, why bother with random generation in the first place? The answer, of course, is that Formicids started out as a player-contributed half-joke species called Dwants that people found fun enough to get mer...

Wednesday, 26th June 2019, 03:55

Forum: Crazy Yiuf's Corner

Topic: Danger level

Replies: 4

Views: 638

Re: Danger level

Tension is an arbitrary fabrication, loosely based on monster HD vs. character XL, with a bunch of hacky adjustments in the middle. It is not a good measure of the actual threat facing a character, turn-to-turn. https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-util.cc#L2331 https://gi...

Sunday, 23rd June 2019, 21:44

Forum: Game Design Discussion

Topic: Replace inedible corpses with plain corpses

Replies: 19

Views: 2597

Re: Replace inedible corpses with plain corpses

Necromancy is very appropriately referenced in this Necro thread. What the heck! I see nothing wrong with retabling an old topic for further discussion, if the problem it references still exists. Creating a new thread would divorce further discussion from the context previously contributed by other...

Thursday, 30th May 2019, 01:09

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: MuMo challenge edition

Replies: 7

Views: 1334

Re: YAVP: MuMo challenge edition

Congrats dude, it's neat to see people still playing this. I hope you had fun with it. Re: Lack of victory updates: Its creator stopped playing Crawl years ago. The MuMo challenge ruleset and all original updates to the poster were created by dck, with input from myself and probably a couple of othe...

Saturday, 25th May 2019, 20:56

Forum: Game Design Discussion

Topic: How does the code 'know' to do things?

Replies: 11

Views: 1500

Re: How does the code 'know' to do things?

How does this game know what items to give to the player At level generation , after most floor features have been placed, the code calls _builder_items() to generate items for the floor. This calls items() , requesting an OBJ_RANDOM item a randomized amount of times , using the absolute depth of t...

Friday, 24th May 2019, 08:21

Forum: Game Design Discussion

Topic: As a new player, dungeon feels too long

Replies: 42

Views: 4806

Re: As a new player, dungeon feels too long

Oh man - it is too long, but the beginning is perfect. Floors 1-8 *are* the the interesting part of DCSS if you wanna be reductive about it. I would add to this that the DCSS vaults* are also interesting: For all the flaws the game has, its wealth of vault variety remains its strongest draw, in my ...

Thursday, 23rd May 2019, 06:44

Forum: Crazy Yiuf's Corner

Topic: Level 6 spell: Bolt of Everything

Replies: 2

Views: 726

Re: Level 6 spell: Bolt of Everything

Or we could just remove bolt spells completely and leave penetration at range exclusive to that new javelin passive, which is presumably intended to be meaningfully limited by the ammo system. I realize that removing a bunch of pointlessly duplicated ranged attacks is probably "too radical"...

Monday, 20th May 2019, 03:33

Forum: Dungeon Crawling Advice

Topic: So, uh, FeBe?

Replies: 33

Views: 2748

Re: So, uh, FeBe?

I've personally found a few early levels of stealth (esp. with the apt.) useful just to walk away from dangerous enemies. Bit surprised you find FeBe easy, based on the experience of various DCSS streamers it seems like it is anything but easy. Fe have claws, reduced movedelay, a little size modifi...

Thursday, 9th May 2019, 20:40

Forum: Crazy Yiuf's Corner

Topic: Species Idea: Anansi

Replies: 15

Views: 1457

Re: Species Idea: Anansi

I really like the Anansi folklore, and think it could be incorporated successfully in Crawl as flavour for some kind of enhanced illusion/mobility/stealth archetype. Stealth play in DCSS is very weak, and adding a species (or god) that does something better than the status quo here would be a welcom...

Thursday, 9th May 2019, 15:56

Forum: Crazy Yiuf's Corner

Topic: weird sewer vault

Replies: 5

Views: 869

Re: weird sewer vault

Those areas are defined with no_tele_into. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/sewer.des#L1206 FPROP_NO_TELE_INTO does what you'd expect, and prevents the player and monsters from teleporting onto tiles with that prop: (It's also checked for secondary purposes...

Tuesday, 16th April 2019, 20:52

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 2137

Re: New Branches?

When I first beat the Pandemonium Branch, I realized immediately how special that was. The entire experience is practically the same as World of Warcraft's online team raid. ? ? ? Crawl and WoW are two very different games. (Admittedly, I haven't played WoW since WotLK, so my experience is wildly o...
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