Search found 109 matches

7hm

Tuesday, 22nd March 2011, 21:28

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

More stuff coming along. The arena will have a "difficulty" level that is randomized, but also based on absdepth and some other factors. You'll have a minimum number of waves (2) and a maximum number of waves (6) but beyond that the total difficulty level will be a factor - this will preve...

7hm

Tuesday, 22nd March 2011, 19:48

Forum: Contributions

Topic: Code / Questions re: code for Testing Grounds Portal

Replies: 3

Views: 1977

Re: Code / Questions re: code for Testing Grounds Portal

################################################################### # # Testing Ground Portal # Created by 7hm. # Flavour: God challenge arena. Defeat successive waves of monsters # to collect your reward. # # # PLAN: # # Create monsters waves # Create better randomized monster lists # Create "...

7hm

Tuesday, 22nd March 2011, 18:43

Forum: Contributions

Topic: Code / Questions re: code for Testing Grounds Portal

Replies: 3

Views: 1977

Re: Code / Questions re: code for Testing Grounds Portal

e: I posted new code but I realized something and am going back to make a major revision.

7hm

Tuesday, 22nd March 2011, 05:18

Forum: Crazy Yiuf's Corner

Topic: Finds that make your character

Replies: 11

Views: 2972

Re: Finds that make your character

Captain's cutlass on a SpBe or KoBe (you know it's coming eventually).

For myself this game there hasn't been any one thing, but the sword of jihad I found in elf makes me more confident for the endgame (i still hate torment) and the hat of pondering has been pretty solid as well.

7hm

Tuesday, 22nd March 2011, 03:47

Forum: Dungeon Crawling Advice

Topic: All these classes?

Replies: 19

Views: 5543

Re: All these classes?

How do you safely fight a berserking stone giant? He even stops you from abjuring them. He prevents it to a certain extent. That SpBe that I ascended used a rod of warding and it never took more than two casts. Admitedly my evoc was extremely high (high teens at the time I think). Also, the safe wa...

7hm

Tuesday, 22nd March 2011, 00:52

Forum: Dungeon Crawling Advice

Topic: All these classes?

Replies: 19

Views: 5543

Re: All these classes?

Nothing stops a Berserker from dropping Trog and switching to Kiku, TSO, or Nemlex (save racial restrictions). It's a lot of fun doing this too. Use trog to give you a really good item, probably by mid-late lair. By that time you can safely drop him, wait out for 35-50k turns, and pick another god....

7hm

Tuesday, 22nd March 2011, 00:05

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

Interesting stuff. First off: the vault should be timed, I think. We don't want players to wait until it's trivial. The timer can be very forgiving. Yes, the way it would work is that the guardian would have a timer attached to him. When the timer expires the portal will no longer be created by the...

7hm

Monday, 21st March 2011, 21:46

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

The timed edit is ridiculously annoying. Seriously, get rid of it, what purpose does it serve. Anyway - the original reason I wanted to post in the thread wasn't to respond to galehar / dpeg but to post some general monster list / god ideas. The gods that I think work best as being arena "overs...

7hm

Monday, 21st March 2011, 21:17

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

Well, thanks, looks like this is shaping up. I was sceptical at first, but you seems to be commited to the idea, and since you're implementing it... You have to be careful to distinguish your arena portal vault from Ziggurats, since they are already quite close to the arena concept. But your design...

7hm

Monday, 21st March 2011, 21:08

Forum: Contributions

Topic: Code / Questions re: code for Testing Grounds Portal

Replies: 3

Views: 1977

Code / Questions re: code for Testing Grounds Portal

Code / coding questions / vaults related to Testing Grounds Portal concept. As galehar said, it would be better to keep code and implementation in this subforum. The original idea with some additional thoughts through the thread is here . The code (as of this particular moment in time, I'll post upd...

7hm

Monday, 21st March 2011, 19:19

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

I just keep adding to this myself, but oh well. :) I've worked out some of the basics of what I want to do. Right now the portal is spawned when you kill a randomly named unique (just a goblin or kobold atm). You get the prompt on whether or not you want to fight in the testing ground. You only have...

7hm

Monday, 21st March 2011, 17:52

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

7hm

Monday, 21st March 2011, 17:18

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

How about an objective other than killing? On each side of the room, there are some turrets (oklob plants, dangerous statues, etc.) that are immobile but have significant firepower. The player starts on one end of the arena with some friendly turrets, and the enemy forces start on the other with so...

7hm

Sunday, 20th March 2011, 19:01

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Re: Arena Portal

I think a lot of roguelikes have a similar concept. The closest thing in Crawl would be a zig, I guess. Certainly the ability to grind in the arena would be contrary to Crawl's design intentions, and portal vaults are really more one-offs. Waves of enemies could make sense though. re: magekyun Perha...

7hm

Sunday, 20th March 2011, 01:21

Forum: Dungeon Crawling Advice

Topic: Spriggan Berserkers: The movie, the game, the thread!

Replies: 32

Views: 11656

Re: Spriggan Berserkers: The movie, the game, the thread!

Spriggan Berserkers are a blast. The toughest part is food early. This is my best character (SpBe or anything else): 7933802 Jordan7hm the Intangible (level 27, 227/227 (237) HPs) Began as a Spriggan Berserker on Mar 5, 2011. Was an Elder of The Shining One. Escaped with the Orb ... and 17 runes (of...

7hm

Saturday, 19th March 2011, 02:23

Forum: Game Design Discussion

Topic: Arena Portal

Replies: 33

Views: 9739

Arena Portal

This idea is really in the early stage and isn't ready for the wiki, so I thought I'd ask for some feedback here. Basically I'm thinking of a new portal, intended for the midgame (somewhere after Lair, before Zot - possibly accessed through the mid Vaults and later dungeon levels). The concept would...

7hm

Friday, 18th March 2011, 20:26

Forum: Crazy Yiuf's Corner

Topic: Any Others?

Replies: 25

Views: 6156

Re: Any Others?

DoomRL is better than it sounds. While simple, there's quite a bit of tactical depth. It's also easy to learn and makes its mechanics nice and transparent. I just picked up DoomRL a couple days ago, and I have to agree. It's an extremely fun roguelike, and it doesn't take hours to figure out the va...

7hm

Friday, 18th March 2011, 17:00

Forum: Dungeon Crawling Advice

Topic: RNG, How do you survive it?

Replies: 7

Views: 1768

Re: RNG, How do you survive it?

The RNG is overall going to be in your favour the longer you survive. Even Xom is largely positive over time. The trick with becoming good (or at least better) at Crawl is to learn how to survive / escape the tricky situations. Don't just give up - some of the best characters I've had (including a 1...

7hm

Friday, 18th March 2011, 16:57

Forum: Dungeon Crawling Advice

Topic: Wrath

Replies: 9

Views: 2261

Re: Wrath

Which gods have wrath that is pretty survivable? Despite what people on ##crawl told me, Trog is surprisingly survivable, because his wrath consists of summoning monsters. They're scary monsters, but if you're willing and able to wait out 20-50k turns, they're easily dealt with. The trick is to cre...

7hm

Wednesday, 16th March 2011, 00:32

Forum: Dungeon Crawling Advice

Topic: Which 3 runes for the win?

Replies: 44

Views: 10627

Re: Which 3 runes for the win?

I find Shoals pretty easy to rush through. Magic map when I get down and just hit the building one by one hoping for an early rune. Up and down all three stairs to get the quickest route to the buildings, don't spend much time on the level. Invisible / haste if possible while going from building to ...

7hm

Saturday, 12th March 2011, 18:24

Forum: Dungeon Crawling Advice

Topic: Snake Pit: no loot?

Replies: 12

Views: 3161

Re: Snake Pit: no loot?

danr wrote:In that case, I think I'll do Elf next, that'll give me some stuff hopefully that'll make Shoals easier, and then Vaults.

If you can do elf:5 you can do shoals.

If you mean just going to 4, probably a good idea.

7hm

Saturday, 12th March 2011, 18:13

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 18878

Re: Trouble understanding vaults? Read this!

To get all this initial information I had to jump around in the document quite a bit. Somewhere along the way, Vim is mentioned - this should probably be right at the start in a "Tools you might find useful" section. You don't want to get part-way through the instructions then have to go ...

7hm

Friday, 11th March 2011, 20:52

Forum: Dungeon Crawling Advice

Topic: How do turns work?

Replies: 12

Views: 3085

Re: How do turns work?

I would totally support making game time the standard turn count. This would really help players understand game mechanics without being too spoily. I see no reason why it should be opaque to the player how long it just took them to do something. It would screw around with online scoring. Not sayin...

7hm

Friday, 11th March 2011, 20:49

Forum: Game Design Discussion

Topic: Unlocking Species

Replies: 44

Views: 14830

Re: Unlocking Species

Don't lock the thread just because you don't agree with it. In any case - I don't like the idea. But I also tried to get my girlfriend to play the game. I don't think limiting a new player's options would be a bad thing in her case. She was undoubtedly overwhelmed by the options. And this includes g...

7hm

Thursday, 10th March 2011, 18:21

Forum: Game Design Discussion

Topic: Revise Vorpalize Weapon Scrolls

Replies: 25

Views: 8553

Re: Revise Vorpalize Weapon Scrolls

I've been thinking (and this is totally non-representative of the rest of the devteam as I haven't talked it over with anyone else) that it might be interesting to merge all three enchant weapon scrolls into one. Basically, remove EW I and EW II, make EW III show up earlier but overall rarer than a...

7hm

Thursday, 10th March 2011, 00:52

Forum: Dungeon Crawling Advice

Topic: Orange crystal statues

Replies: 19

Views: 5276

Re: Orange crystal statues

It's one wand charge, guys. I think 150 XP (the current number) is actually too much, seeing how trivial it is to destroy them that way. One randomly generated wand charge. Wands of disintegration aren't guaranteed; I've hit Zot without ever seeing one generated before. If one did generate, orange ...

7hm

Wednesday, 9th March 2011, 16:01

Forum: Game Design Discussion

Topic: Hell effect banishment

Replies: 23

Views: 5438

Re: Hell effect banishment

I haven't looked at the code yet, but maybe we can say that you just can't get banished when in hell. So the special casing is in the banishment code instead of the miscast. Maybe easier to do, and easy to explain flavour wise (can't escape from hells). I think this makes sense. It certainly makes ...

7hm

Wednesday, 9th March 2011, 04:12

Forum: Crazy Yiuf's Corner

Topic: Apporting the book from Trog's Altar

Replies: 13

Views: 3984

Re: Apporting the book from Trog's Altar

It's random.

7hm

Wednesday, 9th March 2011, 01:42

Forum: Game Design Discussion

Topic: Hell effect banishment

Replies: 23

Views: 5438

Re: Hell effect banishment

on "strategic element", after banishment loses gameplay relevance, the whole reason for avoiding banishment is that it is horribly tedious. using actually threatening effects would be better. on "deserving it", again, crawl should punish with gameplay-relevant effects (like glow...

7hm

Wednesday, 9th March 2011, 01:27

Forum: Crazy Yiuf's Corner

Topic: JUST FOR FUN: Monster Ideas

Replies: 36

Views: 9721

Re: JUST FOR FUN: Monster Ideas

I think that's actually a really cool idea.

A portal entry that is actually a randomly named unique monster, appropriate to the portal. A giant rat for the sewers, or an orc warlord for a bailey.

Hmmm...

7hm

Wednesday, 9th March 2011, 01:16

Forum: Game Design Discussion

Topic: Hell effect banishment

Replies: 23

Views: 5438

Re: Hell effect banishment

So in the late game the abyss is just annoying and pointless and as such bad for the game. So far I am all with you. But for the early game the abyss is annoying, pointless, and almost always fatal which makes banishment a save or die spell which is a bad mechanic. So why does banishment exist agai...

7hm

Tuesday, 8th March 2011, 22:38

Forum: Game Design Discussion

Topic: Hell effect banishment

Replies: 23

Views: 5438

Re: Hell effect banishment

Having done Hells last night and seen this for the first time, definitely have to agree. Hells was constantly threatening and occasionally very dangerous. By that point in the game (or for that matter by literally 75k turns earlier in the game) the Abyss was neither threatening nor ever dangerous. W...

7hm

Monday, 7th March 2011, 09:00

Forum: Game Design Discussion

Topic: Getting rid of Fighting.

Replies: 88

Views: 22509

Re: Getting rid of Fighting.

on the "free ride" business, making optimal play (grinding up fighting) tedious (by requiring them to go through the training minigame, whacking spammals and rats and whatnot) is bad design As for fixing the problem of grinding fighting, I see two ways to approach it: Fix fighting: The ea...

7hm

Sunday, 6th March 2011, 02:36

Forum: Contributions

Topic: Trap Vaults

Replies: 1

Views: 1528

Re: Trap Vaults

This is the Beogh vault that has already been posted to the mantis. It's pretty simple. There's a room with lava pools. Two of the pools have islands filled with ogres, trolls and orcs (who do not have ranged weapons). Between those two pools is an altar to beogh. There are some items on the ground ...

7hm

Sunday, 6th March 2011, 01:31

Forum: Contributions

Topic: Trap Vaults

Replies: 1

Views: 1528

Trap Vaults

I wanted somewhere to put this stuff - I'm going to describe the things and post the code. If anyone has suggestions for them, I'd appreciate. After they're up for a bit if they seem ok I'll post em to mantis. The first trap (that I haven't put on the mantis) is a Xom altar. The Xom altar is a small...

7hm

Saturday, 5th March 2011, 19:28

Forum: Crazy Yiuf's Corner

Topic: Let's Plays

Replies: 24

Views: 11709

Re: Let's Plays

There's a second LP thread on rpgcodex now here.

7hm

Saturday, 5th March 2011, 19:25

Forum: Game Design Discussion

Topic: Caster Background Stat Inconsistency

Replies: 3

Views: 1401

Re: Caster Background Stat Inconsistency

or: Why are wizards smarter than everyone else? ... Now, I'm personally very curious exactly why wizards have their own special stat set. Especially since it gives them a mechanical advantage over other backgrounds that cannot be compensated for. Assuming the same gear, skills, god, piety etc a wiz...

7hm

Saturday, 5th March 2011, 19:20

Forum: Game Design Discussion

Topic: Keyboard mapping

Replies: 6

Views: 1905

Re: Keyboard mapping

My second suggestion (which I think less likely) would be to map spells automatically across the keyboard, instead of alphabetically, so asdfghjkl; for the first 10 spells, then either qwertyuiop or zxcvbnm for the next bunch. I don't think this is realistic because it'd obviously mess up keys that...

7hm

Friday, 4th March 2011, 07:26

Forum: Game Design Discussion

Topic: Traps

Replies: 20

Views: 4264

Re: Traps

This is around what I was thinking. As I said above, I'm not too great with the coding thing, so this is pretty hacked together, but it works. (only issue that I've found is that the doors looked screwed up in tiles) All of this is in traps.des The function that the trap calls: function callback.mon...

7hm

Friday, 4th March 2011, 06:18

Forum: Game Design Discussion

Topic: Traps

Replies: 20

Views: 4264

Re: Traps

I think more complicated (read: pressure plate) traps would be cool. Things like the basket trap and the grate trap. Stuff like kobolds with dispersal darts etc. (I'm fooling around with it now, I'll post results eventually. I have some traps designed but I'm pretty ass with programming stuff, so I ...

7hm

Thursday, 3rd March 2011, 21:38

Forum: Contributions

Topic: Feedback requested : vaults

Replies: 5

Views: 1946

Re: Feedback requested : vaults

And these are the final fortress entry vaults ############################################################################## NAME: sevenhm_entry_fort_6 TAGS: entry no_pool_fixup ORIENT: float : if crawl.one_chance_in(4) then SUBST: z : @, Z : =, X : x, p : tR, m : c : else SUBST: X : @, Z : c, z : c...

7hm

Thursday, 3rd March 2011, 20:23

Forum: Contributions

Topic: Vaults: question

Replies: 0

Views: 1083

Vaults: question

Is there a way to pick the floor tile below an exit?

eg
  Code:
xxxx@
xWWWx
xxxxx


I want to make the exit both an exit and W.

7hm

Thursday, 3rd March 2011, 19:24

Forum: Game Design Discussion

Topic: Treasure Chests

Replies: 26

Views: 5610

Re: Treasure Chests

Thinking some more about this, some questions do arise: Players will wonder why they cannot put things into the chest (we don't want them to do that, of course). On the other hand, having the loot safely wait in the chest (as items do in shops) may be okay -- the alternative would be that you enter...

7hm

Thursday, 3rd March 2011, 19:20

Forum: Contributions

Topic: Feedback requested : vaults

Replies: 5

Views: 1946

Re: Feedback requested : vaults

e from above: I meant blink frogs of course now to see if I can get this code function working NAME: sevenhm_entry_fort_5 TAGS: entry no_pool_fixup ORIENT: float : if crawl.one_chance_in(2) then SUBST: w : x, u : x, z : @ : else SUBST: z : x, u : w NSUBST: w = 1:@ / *:w : if crawl.one_chance_in(3) t...

7hm

Thursday, 3rd March 2011, 18:53

Forum: Contributions

Topic: Feedback requested : vaults

Replies: 5

Views: 1946

Re: Feedback requested : vaults

Thanks! Just finishing up some more along the same theme, will post those here as well, and then assuming all looks good put them in Mantis afterwards. One question - can blink toads warp through trees? I'm concerned about place:lair:8 usage in that case. (not for the stuff I linked above, but for a...

7hm

Thursday, 3rd March 2011, 17:19

Forum: Dungeon Crawling Advice

Topic: note to self: Orc 4 is the new Vault 8

Replies: 20

Views: 5193

Re: note to self: Orc 4 is the new Vault 8

Is there a "recommended sequence" for clearing these branches? Persistent rumors to the contrary, there is no recommended sequence. The next level to clear is always going to be a risk-benefit analysis, based on your personal experience. The facts on the ground once you actually poke your...

7hm

Thursday, 3rd March 2011, 17:15

Forum: Game Design Discussion

Topic: Skill names

Replies: 35

Views: 8656

Re: Skill names

"Traps & Doors" should be renamed to "Perception". Then the devs will think of better ways to make it relevant than door-creaking and trap-setting (the first doesn't matter, the second will never get interesting). I think the magic skills should stay with their current names...

7hm

Thursday, 3rd March 2011, 16:35

Forum: Dungeon Crawling Advice

Topic: Immutable Laws of the Dungeon of Zot

Replies: 253

Views: 72870

Re: Immutable Laws of the Dungeon of Zot

Teleportitis and berserkitis is worse than teleportitis. Teleportitis and slow movement is worse than teleportitis. Teleportitis and slow healing is worse than teleportitis. etc etc If you drink enough of them you'll usually fix your problems. That's my normal solution. You will end up with OTHER p...

7hm

Thursday, 3rd March 2011, 03:40

Forum: Crazy Yiuf's Corner

Topic: How do you feel about death?

Replies: 27

Views: 9264

Re: How do you feel about death?

Do you think permadeath could become a popular concept in mainstream game design? Why or why not? Yes, I do. Ok let me qualify that. I think there are limits, and I don't think you'll ever see it truly targeted towards the casual market, but it can certainly be used in a much large sense than it is...

7hm

Thursday, 3rd March 2011, 03:28

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 18878

Re: Trouble understanding vaults? Read this!

1. Did you have trouble understanding any part of introduction.txt or syntax.txt? If so, which part(s)? In particular, were NSUBST and SHUFFLE hard to figure out? 2. Did you encounter difficulty getting your vaults to work in the game? 1) No, no they were fairly straightforward 2) A couple times - ...
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