Search found 23 matches

Wednesday, 8th February 2017, 19:40

Forum: Crazy Yiuf's Corner

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

Replies: 112

Views: 49033

Hyperrogue

Well, the hyperbolic geometry in Hyperrogue is genuine, not a visual gimmick, in that it changes the layout of the floor and in the various paths you can take between two points on the hyperbolic surface. P.S. thanks to the various other people in this thread who showed me that this place wasn't ent...

Tuesday, 27th December 2016, 01:04

Forum: Crazy Yiuf's Corner

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

Replies: 112

Views: 49033

changes of language and conception

Change is not so important, whether pronunciation, spelling, or meaning; it is the loss and confusion of meanings which makes for less scientific or metaphysical awareness. E.g. ‘evolution’: The word means, at one time in all parlance and now as yet in chemistry, ‘an emergence out from’. It was used...

Wednesday, 28th September 2016, 00:34

Forum: Game Design Discussion

Topic: Remove curses

Replies: 41

Views: 10567

Re: Remove curses

Alternately, remove curses. For Ash: all slots are sticky, piety-using invocation that unstickies all slots for an Invo-dependent length. ‹snip› Yes, that is a much better version of my idea here and with a charming simplicity. However, with regard to the baseline piety decay and gain by exploratio...

Saturday, 24th September 2016, 23:44

Forum: Game Design Discussion

Topic: Remove curses

Replies: 41

Views: 10567

Re: Remove curses

Sticky items a.k.a. curses are not necessary for Ashenzari.

Here is a post of mine in another thread.

Saturday, 24th September 2016, 23:32

Forum: Crazy Yiuf's Corner

Topic: Ashenzari idea

Replies: 16

Views: 4460

Re: Ashenzari idea

Ashenzari conceptually is an omniscient but impotent deity. So, the idea is that you trade one for the other in a similar manner. I had presented an idea once which used a piety factor for the gain rate while being a worshipper of Ashenzari. The longer any equipment slot went with no changes, its pi...

Monday, 18th April 2016, 20:05

Forum: Game Design Discussion

Topic: Curse Retool

Replies: 22

Views: 6727

Re: Curse Retool

This is what you have: A new item is seen on the floor or in an antiques shop. You get it, and it is either: • Useful immediately and Beneficial • Beneficial, but not always Necessary (rF+ or rF+,rC-) • Useless at present (Slay+5 and you don't use Fgt or Thr) • Detrimental If it is detrimental, then...

Sunday, 17th April 2016, 19:24

Forum: Crazy Yiuf's Corner

Topic: The overall difficulty of the game is fine.

Replies: 56

Views: 35084

Re: The overall difficulty of the game is fine.

I guess it depends on whether you expect an adventure to be like a Robert Louis Stevenson novel or like a chicken that darts the wrong way across the road because it thinks it can beat that oncoming hrududoo.

Sunday, 17th April 2016, 19:11

Forum: Crazy Yiuf's Corner

Topic: Limited Time Weapons - Available Now!

Replies: 2

Views: 1658

Limited Time Weapons - Available Now!

Here's a wild idea which someone else probably brought up, but I'm curious for input now. It is a class of randart with a curious enchantment: imbued with incredible powers, it maintains its integrity for only a short while once it has been wielded by an owner. Disposable weapons, in a nutshell. The...

Sunday, 17th April 2016, 18:38

Forum: Game Design Discussion

Topic: Curse Retool

Replies: 22

Views: 6727

Re: Curse Retool

Interesting. So rather than amulets of inaccuracy you'd have amulets of accuracy. That way it is more than a decision on whether you want to risk the contamination when removing the item, or are able to uncurse it with a scroll, but also whether you can tolerate a buff which is always detrimental. F...

Wednesday, 23rd March 2016, 23:02

Forum: Game Design Discussion

Topic: Curse Retool

Replies: 22

Views: 6727

Re: Curse Retool

I missed this topic when I began my own concerning Ashenzari specifically. Thanks, HbG. I haven't completed digesting all the ideas here — some very interesting ones —, so I'll limit my input here. • Curses so as to discourage wanton trial of items found in the dungeon — which is typically a sticky ...

Wednesday, 23rd March 2016, 22:22

Forum: Crazy Yiuf's Corner

Topic: Mnoleg (God)

Replies: 3

Views: 1583

Re: Mnoleg (God)

Or the idea that you can choose to bow down before any of the Pandemonium lords via the same method which priests of Beogh present? There would need to be significant detriments to such a choice, like Xom but more spiteful, because most players would probably do so as an attempt to save their hides ...

Wednesday, 24th February 2016, 03:57

Forum: Crazy Yiuf's Corner

Topic: Ashenzari and Curse-Uncurse cycle

Replies: 11

Views: 3142

Re: Ashenzari and Curse-Uncurse cycle

Well, the idea that you can uncurse with no repercussions looks like failed concept to me. I'm yet working on a design for Ashenzari which does not concern cursed items at all, but admittedly my expertise lies elsewhere and so that may take a while.

Monday, 22nd February 2016, 22:39

Forum: Crazy Yiuf's Corner

Topic: Procedurally Generated Adventure

Replies: 6

Views: 2502

Re: Procedurally Generated Adventure

The content of this message has been deleted at the behest of the solicitors of the Estate of Henry Almswell, pending outcome of a formal judgement.

Monday, 22nd February 2016, 22:30

Forum: Crazy Yiuf's Corner

Topic: Ashenzari and Curse-Uncurse cycle

Replies: 11

Views: 3142

Ashenzari and Curse-Uncurse cycle

Although the benefits from bearing accursed equipment are practical and don't suffer if you remove curses, change gear, then curse the new items, the ease with which you can do so changes the idea of getting stuck with something into a management of how many scrolls you keep on–hand for each ability...

Wednesday, 3rd February 2016, 23:52

Forum: Crazy Yiuf's Corner

Topic: Remove identify

Replies: 38

Views: 8814

Difficulty Mode Bits and Scroll O' Attuning

Add modes of difficulty to DCSS. These would of course be factored in with the final score, as well as being recorded to the logfile. To do this would be best (IMHO) accomplished by formalizing the modes bitwise, allowing players to customize their play: ¶ instantly recognizable — type and whether a...

Wednesday, 3rd February 2016, 22:57

Forum: Crazy Yiuf's Corner

Topic: Procedurally Generated Adventure

Replies: 6

Views: 2502

Re: Procedurally Generated Adventure

The content of this message has been deleted at the behest of the solicitors of the Estate of Henry Almswell, pending outcome of a formal judgement.

Thursday, 7th January 2016, 23:27

Forum: Crazy Yiuf's Corner

Topic: Procedurally Generated Adventure

Replies: 6

Views: 2502

Procedurally Generated Adventure

The content of this message has been deleted at the behest of the solicitors of the Estate of Henry Almswell, pending outcome of a formal judgement.

Thursday, 7th January 2016, 22:37

Forum: Game Design Discussion

Topic: Rub out 'p' key.

Replies: 9

Views: 3341

Re: Rub out 'p' key.

I believe that Phloomp was describing accidental evocations or spitting which would anger Okawaru. Why would anyone play such a combination? Anyways, it probably makes sense to separate abilities by their requirements. t for followers, a for hunger and breath, z and Z for MP, V and v for items (char...

Thursday, 12th November 2015, 23:36

Forum: Contributions

Topic: Dungeon Branch: The Ant Nest

Replies: 8

Views: 5102

Re: Dungeon Branch: The Ant Nest

Thank you for the good points. Yes, this is a work in progress, so I have yet to outline all the details. Porpoising the branch has been my major concern from the get-go. Right now my best idea is to turn the defeated queen into loot herself; she'd be something like the Bag Of Spiders, but producing...

Thursday, 12th November 2015, 22:51

Forum: Game Design Discussion

Topic: God Concept: Ukozan, God of Close Combat

Replies: 14

Views: 4717

Re: God Concept: Ukozan, God of Close Combat

I lean towards simply modifying Trog to have him “somewhat dislike” too much armor or use of missile attacks (gives the player some flexibility while not changing too much). IMHO. How many gods do players need? As the interest is not in developing a plot, I suspect that too much specialization with ...

Monday, 19th October 2015, 21:34

Forum: Contributions

Topic: Dungeon Branch: The Ant Nest

Replies: 8

Views: 5102

Dungeon Branch: The Ant Nest

Sorry, my notes are not available at the moment. I'll edit this with the full details later. Curious to see who would be interested, or if it is something only I'd be playing. Dungeon Crawl Pebble Porridge, if you know what I mean. What I would like to do is begin writing up a new branch to the dung...

Monday, 19th October 2015, 20:48

Forum: Contributions

Topic: Music and Sound In-Game

Replies: 60

Views: 37966

“Zot”

http://opengameart.org/content/zot-audio-effects-for-dcss

Not something that most people care to want, it seems, but I noticed a niche for these the first time I encountered a level with a Zot Trap.
They are small and short. Hmm, almost like my — :lol:

Thursday, 27th August 2015, 23:07

Forum: Game Design Discussion

Topic: Nemelex Piety Reform

Replies: 2

Views: 1745

Re: Nemelex Piety Reform

This is especially pertinant now (as of 0.16) that Nem's piety has been substituted by a placeholder (exploration). I'll add some of my comments here, as this seems like the best thread to do so. Also, a disclaimer: I've not been playing for as long as most of you, and I've not been reading about he...

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