Search found 72 matches

Wednesday, 27th July 2016, 02:10

Forum: Crazy Yiuf's Corner

Topic: Where To: Dev Purgatory

Replies: 9

Views: 3110

Re: Where To: Dev Purgatory

Should I make a new post with the whole thing set up and delete this then, or just throw ideas in posts like this one?

Tuesday, 26th July 2016, 21:22

Forum: Crazy Yiuf's Corner

Topic: Where To: Dev Purgatory

Replies: 9

Views: 3110

Re: Where To: Dev Purgatory

r/tabletopgamedesign/ I didn't look any further than this, but given that it has nearly 13,000 subscribers, it's actually like a much bigger GDD. If you feel like talking about your tabletop game here, though, I don't see why not I can honestly say I have never used Reddit before and am not sure ho...

Tuesday, 26th July 2016, 19:38

Forum: Crazy Yiuf's Corner

Topic: Where To: Dev Purgatory

Replies: 9

Views: 3110

Where To: Dev Purgatory

So I'm designing a tabletop game. I want a place to show it to people and have them rip it apart, exploit the rules, call me stupid, and otherwise complain at it so that I can make it better. Essentially, I want a miniature version of the game design discussion forum that we have here, so courteousl...

Friday, 22nd July 2016, 04:19

Forum: Crazy Yiuf's Corner

Topic: Terrible design choice and service

Replies: 151

Views: 40381

Re: Terrible design choice and service

You know what? I feel a lot better about myself now. Thank you.

Friday, 22nd July 2016, 03:50

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

But but but... then the tiny pictures would only have clubs NOT daggers you guys only dev for console players, damn you :P ======== Anyway, we should go one way or another. Either improve the way things are, or go full hog and abstract monster weapons. Not this weird thing. In partial response to s...

Thursday, 21st July 2016, 22:40

Forum: Game Design Discussion

Topic: Make /digging temporary

Replies: 60

Views: 14516

Re: Make /digging temporary

Later dungeon levels are much less corridor happy. But corridors are important for living. Also, this could be partially solved by presenting more types of terrain or interactive feature (see bush, water) or creative traps (see spider basket, boulder beetle hallway)

Thursday, 21st July 2016, 02:22

Forum: Game Design Discussion

Topic: replace health bar

Replies: 35

Views: 10292

Re: replace health bar

oshit I forgot the core tenet of my design philosophy ok nevermind just REMOVE HEALTH BAR


X3

The zombies and skeletons were right all along.

Thursday, 21st July 2016, 00:29

Forum: Game Design Discussion

Topic: DD Replacement - Crystal Dwarf

Replies: 11

Views: 3132

Re: DD Replacement - Crystal Dwarf

Phoenix Dwarf Like Deep Dwarf but cannot heal by any means; loses Device Recharging. Reaching 0 HP makes you die and resurrect, like a felid, with 1 less max HP. You stop resurrecting when you reach 0 max HP. If we could make that just "Phoenix" and make that a race, I would be impossibly...

Thursday, 21st July 2016, 00:10

Forum: Game Design Discussion

Topic: DD Replacement - Crystal Dwarf

Replies: 11

Views: 3132

Re: DD Replacement - Crystal Dwarf

This is a really interesting idea, but I think there are some important things to consider; how MUCH extra HP, exactly, how much gets taken out of maximum, what kind of effects do they get to resist in trade for this, etc. You take a metric cat-ton of damage playing crawl. Having it always chip at y...

Wednesday, 20th July 2016, 21:21

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14231

Re: Give Formicids their giant clubs back

I think this sums up the problem rather well. Formicids must use a shield, because it's all which makes up for their lack of teleport, haste and rage (shaft and dig and sensing enemies don't really make up for it). This makes spellcasting and stealthy builds problematic for a large part of the game...

Wednesday, 20th July 2016, 21:15

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14231

Re: Give Formicids their giant clubs back

Agree, this should not have been removed. Even if shields are almost always going to be the better choice, it's good fun to be able to do silly stuff like this. Formicids tend to play the same way every game in my experience . It would be good to have another option. I think this sums up the proble...

Wednesday, 20th July 2016, 19:58

Forum: Suggestions & Criticism

Topic: Crawl.Develz Home Page

Replies: 14

Views: 9534

Re: Crawl.Develz Home Page

In other words, to not put on a potentially snarky or bad-looking name to anyone who's new to the whole thing. Aye, I can agree with that.

Wednesday, 20th July 2016, 18:52

Forum: Crazy Yiuf's Corner

Topic: Don't generate wand of flame past D:5

Replies: 6

Views: 2106

Re: Don't generate wand of flame past D:5

What

Wednesday, 20th July 2016, 18:45

Forum: Suggestions & Criticism

Topic: Crawl.Develz Home Page

Replies: 14

Views: 9534

Re: Crawl.Develz Home Page

This might just be because I'm really relaxed as a person, but unless someone is VERY clearly being hateful or mean, I honestly don't care. Hell, a lot of it is really funny, like the one in OP. Plus, it's hard to strike a balance of getting rid of clearly horrible names without getting censorship h...

Wednesday, 20th July 2016, 18:30

Forum: Game Design Discussion

Topic: Disallow Labyrinth Minotaur from teleporting

Replies: 20

Views: 5059

Re: Disallow Labyrinth Minotaur from teleporting

That's exactly what I mean. I was charmed by the concept when a completely normal and boring passageway showed me a pressure plate. Curious, I stomped it, and my exit was gated off and down came the boulder beetle. In a completely. Boring. Passage. That is AWESOME. I'm normally unengaged with the in...

Wednesday, 20th July 2016, 18:02

Forum: Game Design Discussion

Topic: Disallow Labyrinth Minotaur from teleporting

Replies: 20

Views: 5059

Re: Disallow Labyrinth Minotaur from teleporting

Sokoban puzzles would be great to have another timed thing. But labs, I feel like they should just be trap-heavy so that it does try to kill you. And creative traps, too.

@and into: Well, we already basically solved the topic title problem. Now we're just getting exciting.

Wednesday, 20th July 2016, 17:31

Forum: Game Design Discussion

Topic: Disallow Labyrinth Minotaur from teleporting

Replies: 20

Views: 5059

Re: Disallow Labyrinth Minotaur from teleporting

Yes absolutely traps.

Hell I've got rough ideas for several. Like, step on a pressure plate, and the wall to one side falls away, and a thing shoots fire at you over water so you get steam blasted. It'll give you a turn or two to react.

Or maybe the old spider basket one.

Wednesday, 20th July 2016, 16:47

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

Ahaha. I'm probably wrong about TOME for the most part really, I just remember playing it through and not feeling like replaying. And I think I'm confusing ADOM with something else...

Sorry about that.

Wednesday, 20th July 2016, 16:24

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

I know, Shard, and I agree, I'm just having trouble describing this properly. I guess my point is that I don't see Crawl as a strictly focused roguelike. Looking at some of the other classic roguelikes, like ADOM, or Brogue, or so on... It's all so linear and narrow and sort of predetermined. Even T...

Wednesday, 20th July 2016, 16:06

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

Yes, well, hopefully, you can get to your points henceforth, instead of trying to manage other people, which is starting to piss me off. Shard made a point about the best games. I have yet to see your example about how compromise improved your game, or even some game you know about. I don't know wh...

Wednesday, 20th July 2016, 07:06

Forum: Game Design Discussion

Topic: Give komodo dragons rSlayDragon-

Replies: 15

Views: 4024

Re: Give komodo dragons rSlayDragon-

Excellent point, sir. Probably my last few posts are entirely the cause of my insomnia then.

Anyway yes to op, bloody good show, let's come up with some more hilarious nuttery

Wednesday, 20th July 2016, 07:05

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

Yes, well, I'm also used to forums being a bit, ah... Rough, shall we say. I'm being over cautious perhaps; I've become veeeery used to drama and whining and oversensitivity and all sorts of fun. This place seems kinda calm though. It's only a problem in the sense that I don't see monster weapons as...

Wednesday, 20th July 2016, 06:49

Forum: Game Design Discussion

Topic: Give komodo dragons rSlayDragon-

Replies: 15

Views: 4024

Re: Give komodo dragons rSlayDragon-

Nah, I'm being pretty silly. It would be neat if monster species could be screwed with but the way it is now it's better to leave it alone outside rare occurrences. Like wyrmsbane

Wednesday, 20th July 2016, 06:35

Forum: Game Design Discussion

Topic: Give komodo dragons rSlayDragon-

Replies: 15

Views: 4024

Re: Give komodo dragons rSlayDragon-

It'd be neat if there was something besides unrands that was good against species groups. Even broad ones like humanoid or reptile or demon.

But again, I do recognize that's probably a stupid idea. Albeit more bearable with wide groups.

Wednesday, 20th July 2016, 06:30

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

They're not. They were meant to help explain myself. But it got taken to weird places so. If someone thinks I'm wrong, they have a right to that. I recall mentioning I see people with differing tastes as valuable for a very good reason. It's tricky with game design. Obviously communication should be...

Wednesday, 20th July 2016, 05:34

Forum: Game Design Discussion

Topic: Give komodo dragons rSlayDragon-

Replies: 15

Views: 4024

Re: Give komodo dragons rSlayDragon-

I'm 70% certain this is a stupid idea but maybe there should be a Slay(speciesgroup) brand.

Wednesday, 20th July 2016, 05:32

Forum: Game Design Discussion

Topic: mild alt to abstracting weapons

Replies: 91

Views: 23940

Re: mild alt to abstracting weapons

For the love of the nine... sorry, four hells, will all of you stop nitpicking and misconstruing pieces of my sentences and ignoring chunks of words. Unless I'm talking to robots or you're intentionally trying to screw with me it should be painfully clear what I'm trying to say. Especially you, HBG....

Wednesday, 20th July 2016, 00:33

Forum: Suggestions & Criticism

Topic: Public criticism of players based on their ghosts.

Replies: 22

Views: 12368

Re: Public criticism of players based on their ghosts.

Although I haven't played online, I'd certainly welcome advice about what I could have done to not die. And I'd love to help others if I can.

Wednesday, 20th July 2016, 00:23

Forum: Game Design Discussion

Topic: Disallow Labyrinth Minotaur from teleporting

Replies: 20

Views: 5059

Re: Disallow Labyrinth Minotaur from teleporting

Didn't somebody suggest an ant branch anyway? Could we like, take all the things that ARE NOT SPIDERS out of the spider nest and just make one big insect hive branch instead?

aaaanyway

As long as the minotaur is coded to find its way back then everything is fine.

Wednesday, 20th July 2016, 00:17

Forum: Game Design Discussion

Topic: Upgrade Edmund

Replies: 9

Views: 2688

Re: Upgrade Edmund

Maybe he (and his brother, if the gods have mercy) could show up a little later and that way he could have more interesting abilities. I think it's good that uniques are being given room to be awesome. Robin's a good example of an awesome unique who can still show up early. She THROWS GOBLINS AT YOU...

Wednesday, 20th July 2016, 00:08

Forum: Game Design Discussion

Topic: Yet another Qazlal buff thread

Replies: 17

Views: 3610

Re: Yet another Qazlal buff thread

One of my favorite plays is a troll monk of Qazlal. And I have to admit, I've never really had a problem with it. Sure I haven't won yet but still. Troll metabolism kinda incentivized finding every monster anyway, and since I'm not wearing much it made the resistances and offenses awesome. I DO thin...

Wednesday, 20th July 2016, 00:05

Forum: Game Design Discussion

Topic: Buff Jessica

Replies: 12

Views: 3041

Re: Buff Jessica

Jessica is dangerous? I always find her silly. I mainly play gargoyles so maybe rn+ is a thing but.

A magic dart would make sense yeah.

Wednesday, 20th July 2016, 00:03

Forum: Game Design Discussion

Topic: Give komodo dragons rSlayDragon-

Replies: 15

Views: 4024

Re: Give komodo dragons rSlayDragon-

Technically speaking they're a kind of lizard. I even know someone who has one as a pet.

But nontechnically speaking

that would be hilarious and I approve completely.

Wednesday, 20th July 2016, 00:01

Forum: Game Design Discussion

Topic: Allow all characters to pick up items on deep water tiles

Replies: 38

Views: 9865

Re: Allow all characters to pick up items on deep water tile

ONE DOES NOT SIMPLY FLY OVER BUSH oh my god thank you you are awesome i laughed so bloody hard Alright, thanks to HBG here, I'm gonna go ahead and offer my thoughts. As far as I'm concerned, different terrains with different effects are a Very Good Thing. This ranges from water to spiderwebs to, ye...

Tuesday, 19th July 2016, 23:08

Forum: Game Design Discussion

Topic: New Naga Unique - Stheno

Replies: 16

Views: 4177

Re: New Naga Unique

A flying invisible hydra with poison melee that causes fear if you get too close and petrifies you if you try to run away sounds like an autoexplore death-trap on wheels, and even more of a mess than Bai Suzhen I don't think he was suggesting ALL of those. Also I really liked fighting Bai Suzhen? i...

Tuesday, 19th July 2016, 21:58

Forum: Crazy Yiuf's Corner

Topic: Fix Deep Dwarves

Replies: 42

Views: 13031

Re: Fix Deep Dwarves

Do we have a rant section somewhere? That'd be fun to read.

Anyway, even if some of the races are simple to sum up, most of them have something unique going for them, and DD is one of the better examples; it harshly alters your playstyle.

Tuesday, 19th July 2016, 21:09

Forum: Game Design Discussion

Topic: New Naga Unique - Stheno

Replies: 16

Views: 4177

Re: New Naga Unique

This unique seems pretty close to Lamia. I guess she's named after a different greek monster, but still. There's already a naga unique who peppers you with arrows and blinks away. Also a ranged enemy with petrify seems kind of mean. I don't know how you're supposed to walk away when you're slow fro...

Tuesday, 19th July 2016, 20:41

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6563

Re: Make mottled dragons/draconians acidic

All good man~

Incidentally, how strong should the mottled dragon armor be? my current understanding is that dragon armor is generally weaker but lighter and roomier than metal armors.

Tuesday, 19th July 2016, 20:25

Forum: Crazy Yiuf's Corner

Topic: Fix Deep Dwarves

Replies: 42

Views: 13031

Re: Fix Deep Dwarves

Yeah, I think they're fine the way they are. But I've never played one; I just like the concept~

Tuesday, 19th July 2016, 20:24

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6563

Re: Make mottled dragons/draconians acidic

Yeah there are draconians. I meant the true dragons; fire, ice, storm, what have you.

Tuesday, 19th July 2016, 20:07

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14231

Re: Give Formicids their giant clubs back

I'd counter that overspecializing races kind of makes them less like players and more like monsters; that is, the players have much less choice.

Tuesday, 19th July 2016, 19:53

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6563

Re: Make mottled dragons/draconians acidic

Oh yeah, wands. I never really get around to training evocations so I always forget about them.

And in that case maybe it's a good idea to phase out yellows and remake mottleds like this then. There aren't even any yellow dragon enemies in the game so.

@dowan: and you ninja'd me, mate~

Tuesday, 19th July 2016, 19:51

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14231

Re: Give Formicids their giant clubs back

if you want to play a glass cannon, the option already exists in the game, play an ogre. ogres do a better job of being a glass cannon than formicids because their defenses are even worse than formicids at any point in the game (except for that magical moment where you find a hat and enchant armour...

Tuesday, 19th July 2016, 19:47

Forum: Game Design Discussion

Topic: Make Amulet of Harm a counterpart to Inaccuracy

Replies: 11

Views: 2707

Re: Make Amulet of Harm a counterpart to Inaccuracy

If a glass cannon type thing were viable it'd be more interesting. Gameplay changers usually come in the form of gods; maybe there should be a glass cannon god? I'd vote Trog personally, or maybe a new one. Similar to how Ely used to be the pacifist run (and should be again X3)

Tuesday, 19th July 2016, 19:41

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6563

Re: Make mottled dragons/draconians acidic

I'd recommend stairdancing a lot! Only explore each level enough to find the next downstairs until you hit 5, always dragging enemies back to stairs, and once you find TRJ, buff up like crazy, summon things if you can, and don't be afraid to run away to reset the fight. You should either be fightin...

Tuesday, 19th July 2016, 18:52

Forum: Game Design Discussion

Topic: Make Amulet of Harm a counterpart to Inaccuracy

Replies: 11

Views: 2707

Re: Make Amulet of Harm a counterpart to Inaccuracy

Maybe the unequip penalty could be something like confusion then; something temporary that allows for usage but still discourages swapping out when you still have some killing to do.

Tuesday, 19th July 2016, 18:44

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6563

Re: Make mottled dragons/draconians acidic

I would be fine with keeping their attack something "sticky", but I think either way it should try to apply corrosion once(on hit), because if it stays on and repeatedly corrodes you that could quickly lead to a deathspiral situation and make them really annoying to deal with, and if it d...

Tuesday, 19th July 2016, 18:40

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14231

Re: Give Formicids their giant clubs back

Shard1697 wrote:The gameplay penalty is you don't get a shield.


Yeah, I remember that bit. I haven't played without shields long enough to tell how bad that is is all, sorry.

Tuesday, 19th July 2016, 18:18

Forum: Game Design Discussion

Topic: Make mottled dragons/draconians acidic

Replies: 21

Views: 6563

Re: Make mottled dragons/draconians acidic

I think what you should do is definitely make the mottled dragon armor rCorr, but then make sticky flame acid/corrosion-based and keep that so it's at least a little different. Also nuts to you for more corrosion the slime pits has already killed me every single time I step in it X3. I even had a ch...

Tuesday, 19th July 2016, 17:54

Forum: Game Design Discussion

Topic: Give Formicids their giant clubs back

Replies: 43

Views: 14231

Re: Give Formicids their giant clubs back

dynast wrote:Lets be real, nobody picks formicid to have fun with it.


I do~

Anyway I can't think of any flavorwise reason why four strong arms couldn't lift those bloody things. Maybe there should be a gameplay wise penalty for size but still allow wielding?
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