Search found 546 matches

Thursday, 26th January 2017, 01:54

Forum: Game Design Discussion

Topic: map p for Put on

Replies: 12

Views: 2174

Re: map p for Put on

Actually they aren't dumb, they reduce the number of menu choices you have to look at when doing each of these things, 4 things to choose from is less annoying than 8 or 10. I disagree here. You love reducing number of menu choices, then do you agree splitting 'r' into 'r' (reading only emergencies...

Friday, 28th October 2016, 05:17

Forum: Crazy Yiuf's Corner

Topic: Pakellas Situation

Replies: 48

Views: 9928

Re: Pakellas Situation

The way you spoke was as if players seldom have the ability to come up with good ideas, which is a ridiculous idea to propose for a open source game Good ideas to try out? Maybe. Good ideas to keep? Generally no (As duvessa also points out, coming up with good ideas for anything, not just game desi...

Tuesday, 25th October 2016, 08:26

Forum: Crazy Yiuf's Corner

Topic: easter egg real sacs

Replies: 5

Views: 1390

Re: easter egg real sacs

Doing it that way?
Hell no. That would be like a kind of inverse Elbereth - spoily, somewhat grindy ritual to make things harder.

Having, say, a key you can press during race/background choice to choose sacs? That would be less problematic IMO.

Friday, 30th September 2016, 09:01

Forum: Crazy Yiuf's Corner

Topic: Sound patch for Console made by Crawler

Replies: 3

Views: 999

Re: Sound patch for Console made by Crawler

Just to clarify: Is there a single person who's actually successfully used this?
It appears to just set some config options using the standard `sound +=` mechanism, which is broken AFAICT.

Monday, 19th September 2016, 04:27

Forum: Game Design Discussion

Topic: Change polymorph to avoid spoilers being useful

Replies: 19

Views: 3424

Re: Change polymorph to avoid spoilers being useful

After reading the topic line, I somewhat expected the proposal to essentially be "restrict polymorph results to monster types you have already seen in the current game". Which seems kind of strange, but could maybe work if you considered all monsters on levels you've visited to qualify.

Friday, 22nd July 2016, 07:37

Forum: Dungeon Crawling Advice

Topic: A Guide to Transmutation DCSS Spells

Replies: 40

Views: 11316

Re: A Situational Guide to DCSS Spells

@Tedric: Re "you want A, try X, Y or Z": That makes me think about the merits of spectating, and whether a 'spell/device/power guide' might best be made without any words at all (just an animated gif per set of 'similar situations', showing a selection of effective responses to that kind o...

Tuesday, 19th July 2016, 11:03

Forum: Game Design Discussion

Topic: Disallow Labyrinth Minotaur from teleporting

Replies: 20

Views: 2955

Re: Disallow Labyrinth Minotaur from teleporting

This seems rare enough a case that it doesn't really warrant making the game more spoily to fix it, IMO.

Monday, 4th July 2016, 05:33

Forum: Game Design Discussion

Topic: Hydra head chopping (was: Riposte)

Replies: 46

Views: 9143

Re: Hydra head chopping (was: Riposte)

One change recently, I think is pretty weird flavour-wise (EMERGENCY FLIGHT MODE). Otherwise, yeah, I can't think of any (I've been playing since 0.10) .

Tuesday, 28th June 2016, 13:07

Forum: Coding

Topic: Compiling Endfolder Issues

Replies: 2

Views: 1271

Re: Compiling Endfolder Issues

Filters, IDEs.

Some file browsers can be set to filter the view (the one I use, SpaceFM, certainly does). IDEs also frequently ignore non-source files.

You can get away without an IDE if you must. But a decent IDE will make your life easier in multiple ways.

Saturday, 25th June 2016, 14:46

Forum: Dungeon Crawling Advice

Topic: Should I always use arrow keys or should I use 'o' to crawl

Replies: 17

Views: 2503

Re: Should I always use arrow keys or should I use 'o' to cr

^ works for me (in tiles. Not in console). Not an option, as far as I know.

Saturday, 25th June 2016, 06:32

Forum: Contributions

Topic: Keyboard cheat sheet

Replies: 12

Views: 4558

Re: Keyboard cheat sheet

pumpyscump wrote:I need deets on your keybind choices! Just finished transitioning to colemak this week! So timely. :D

Probably you don't -- they're default. Since I don't use vi-keys, defaults are ok.

Saturday, 25th June 2016, 01:14

Forum: Dungeon Crawling Advice

Topic: Should I always use arrow keys or should I use 'o' to crawl

Replies: 17

Views: 2503

Re: Should I always use arrow keys or should I use 'o' to cr

Seren mostly covered it. In addition, I use shift-arrow to move around if I think auto-explore is likely to go somewhere stupid (towards a monster I just escaped, for example). You can often predict that because it does a distance-sorted search for unexplored tiles. You can also use exclusions for t...

Saturday, 25th June 2016, 01:03

Forum: Crazy Yiuf's Corner

Topic: Remove all features

Replies: 35

Views: 3999

Re: Remove all features

^ Yep, that is random, and it's also procedural. (arguably Spellcasting has the same problem -- spell levels rather than casting competency is its most salient feature in practice) I think spellcasting is fine because it actually does affect everything, it improves spell success, spell power, hunger...

Friday, 24th June 2016, 10:24

Forum: Crazy Yiuf's Corner

Topic: Remove all features

Replies: 35

Views: 3999

Re: Remove all features

The topic name is clearly a joke. The rest, OTOH, who knows?
There is no whining that is so whiny that nobody will seriously do it.

My 'fightality' suggestion was also clearly a joke but it was meant seriously too (as in, it's a really silly name but might still be an improvement on what we have)

Friday, 24th June 2016, 08:58

Forum: Crazy Yiuf's Corner

Topic: Remove all features

Replies: 35

Views: 3999

Re: Remove all features

I actually thought that was the only good point from op. Given that people mainly train fighting for HP AFAICS, Fighting is simply a bad name for the skill.
(arguably Spellcasting has the same problem -- spell levels rather than casting competency is its most salient feature in practice)

Friday, 24th June 2016, 02:37

Forum: Crazy Yiuf's Corner

Topic: Remove all features

Replies: 35

Views: 3999

Re: Remove all features

Unless you win games really, really quickly, I don't see why you wouldn't just update the filename using your file browser's rename function, when you win the character. Writing any code at all seems excessive. (but if you're stuck on it, it's also possible to write a script that examines the descri...

Thursday, 23rd June 2016, 10:20

Forum: Crazy Yiuf's Corner

Topic: Remove all features

Replies: 35

Views: 3999

Re: Remove all features

Crawl and other roguelikes are very much based on procedural generation (and frequently very far from "completely random"). The RNG itself is a procedural generator (you put a given seed in, you get out a fixed sequence of numbers corresponding to that seed, used to structure the game). Ev...

Thursday, 23rd June 2016, 05:48

Forum: Crazy Yiuf's Corner

Topic: Remove all features

Replies: 35

Views: 3999

Re: Remove all features

FR: remove removal. Remove fighting, or rework it into "vitality." I think there's an obvious compromise here: call it 'Fightality'. Random name is neat -- I now have "Hohaymak" the VSMo. IMO the 'no naming for online play, just the fixed nickname' is a minor issue. It would be n...

Wednesday, 22nd June 2016, 10:12

Forum: Game Design Discussion

Topic: Ctrl+F items on orcish followers

Replies: 1

Views: 487

Re: Ctrl+F items on orcish followers

This seems like a quite reasonable extension of the "search results may include objects that the player has equipped" concept that's already implemented, IMO.

Tuesday, 21st June 2016, 13:05

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 5880

Re: Remove stairway up

That's a fair point, too. Maybe we could backtrack a bit. "embedded in the design" made me think of things like zombies and ghosts, which have the 'does not climb stairs' tag. In a stairs-less ('pseudo-continuous', I guess) dungeon, what would be appropriate to do with them? Do they need t...

Tuesday, 21st June 2016, 12:39

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 5880

Re: Remove stairway up

Though in this case the assumption would have been fully justified, my dev experience was exactly why I started the line of questioning.
Perhaps I should have just said 'that's simply infeasible, and essentially that's the meaning of what crate is saying about it too'.

Tuesday, 21st June 2016, 12:24

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 5880

Re: Remove stairway up

Crawl runs on modern computers and is written in C++. As a practical matter, this means there are few computational constraints that come into play in determining what can and can't be done. In particular, it is obvious that if one so chose, more than one level could be loaded into memory at a time...

Tuesday, 21st June 2016, 11:42

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 5880

Re: Remove stairway up

No, it isn't at all obvious to me; all ideas that occur to me merely 'don't look like a staircase' but 'function the same as a staircase'.

Nor is it obvious that such a constraint is not involved; given that you state that so definitely, you must have a citation on that, right?

Tuesday, 21st June 2016, 11:22

Forum: Game Design Discussion

Topic: Remove stairway up

Replies: 46

Views: 5880

Re: Remove stairway up

Like a staircase? I don't see how you can implement this in a way that isn't effectively just a staircase, especially since crawl (for good reason) only keeps one level loaded and active at any time. So, any way to change from one floor to another is going to work like a staircase. It's weird how s...

Tuesday, 21st June 2016, 07:12

Forum: Crazy Yiuf's Corner

Topic: I wanna do Pixel Art

Replies: 8

Views: 1462

Re: I wanna do Pixel Art

if you look at old tiles, the really old tiles tend to have no hue shifting when the newer ones (especially made by me or ontoclasm) have hue shifts everywhere. I don't disagree with hue shifts, but it definitely needs to be noted that they are best as unified as possible (eg it looks damn weird to...

Tuesday, 21st June 2016, 00:28

Forum: Crazy Yiuf's Corner

Topic: I wanna do Pixel Art

Replies: 8

Views: 1462

Re: I wanna do Pixel Art

GrafX2 . It's free, opensource, scriptable, designed for pixel art, and IMO the only better application for pixel art is Pro Motion ($70 and has an IMO very annoying interface). Only criticism I would really make of GrafX2 is that it doesn't handle multiple layers per frame in animations (so I do t...

Friday, 27th May 2016, 09:54

Forum: Game Design Discussion

Topic: Make some gods unavailable

Replies: 33

Views: 3682

Re: Make some gods unavailable

Shard: pretty sure that's not true. There is some implication here: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:concept:wrath That the severity of wrath scales with the total amount of piety gained with the god, which is consistent with my experience IIRC. It's unclear whether the ...

Monday, 25th April 2016, 10:12

Forum: Game Design Discussion

Topic: Another auto pickup button

Replies: 19

Views: 3211

Re: Another auto pickup button

Fwiw I would love a button that did auto pickup then just stopped moving, mostly because of ammo. You can do this with autoexplore. https://crawl.project357.org/rc-files/0.17/zzxc.rc explore_stop = items,greedy_items,greedy_pickup,greedy_pickup_gold explore_stop += greedy_visited_item_stack,stairs,...

Friday, 4th March 2016, 13:35

Forum: Crazy Yiuf's Corner

Topic: Quick Nemelex fix: No more Nemelex

Replies: 34

Views: 4729

Re: Quick Nemelex fix: No more Nemelex

Replace nemelex with lemonex -- a god whose characteristics randomly change every time you draw a card. :)

(I'm not sure exactly how terrible that is. It might even be less terrible than I initially thought.)

Friday, 4th March 2016, 05:27

Forum: Crazy Yiuf's Corner

Topic: Have armour drops been massively nerfed?

Replies: 13

Views: 1686

Re: Have armour drops been massively nerfed?

.. I've not gotten a single cloak until Zot. As in, just a +0 cloak, not anything special. This is also statistically expected, just rare. Sometimes no plate armour at all shows up until after Lair. IMO these kinds of topics are mainly posted because our intuitions about what 'random' means is much ...

Tuesday, 23rd February 2016, 02:03

Forum: Contributions

Topic: Keyboard cheat sheet

Replies: 12

Views: 4558

Re: Keyboard cheat sheet

For anyone else aiming to do something like this, I suggest http://www.keyboard-layout-editor.com/ . Javascript system for creating keyboard layout diagrams. Pretty flexible, and mostly banishes the need to fiddle with alignments. Used it to make cheatsheets before. I mention that mainly because OP'...

Sunday, 21st February 2016, 14:13

Forum: Game Design Discussion

Topic: It should be theoretically possible to ascend any character

Replies: 82

Views: 10729

Re: Re:

Im not offended, just baffled. I'm sorry that you have been baffled, that was not the intention of my post. Your apology is accepted. You can take it a step further and clarify your view, or dont, but given that you have not, my point stands. You say "keep in mind people have experience" ...

Sunday, 21st February 2016, 10:55

Forum: Game Design Discussion

Topic: It should be theoretically possible to ascend any character

Replies: 82

Views: 10729

Re: Re:

Which, in short, makes their arguments more trustworthy than someone less experienced. In my, well, experience, people who understand things only through experience, That wasn't the subject of discussion. Having experience or not having it was. Crate, for example, has lots of experience and can exp...

Sunday, 21st February 2016, 10:37

Forum: Game Design Discussion

Topic: It should be theoretically possible to ascend any character

Replies: 82

Views: 10729

Re: Re:

Im not offended, just baffled. What does that have to do with anything? Also, I have stopped using that screen. Keepcalmandspamtab is my new one. Experience does not make someones point have more, or less, validity. If someone is talking about their credibility or suitableness for a job position, t...

Saturday, 20th February 2016, 03:51

Forum: Game Design Discussion

Topic: It should be theoretically possible to ascend any character

Replies: 82

Views: 10729

Re: It should be theoretically possible to ascend any charac

Just for reference Any statistical property desired can be implemented. This includes forcibly eliminating outliers. The idea that the Infinite Monkey Theorem is relevant is based on the false idea that 'random' rolls have to be completely RNG dependent. You can reduce the variance, but Crawl is in...

Saturday, 20th February 2016, 01:36

Forum: Game Design Discussion

Topic: It should be theoretically possible to ascend any character

Replies: 82

Views: 10729

Re: It should be theoretically possible to ascend any charac

See my edit above. It's entirely possible that the player gets rng such that he is never able to deal any damage to a monster at all. This is true, but perhaps shouldn't be (assuming enough attempts at dealing damage, and an actual theoretical ability to deal nonzero damage). Dice rolls are a decen...

Wednesday, 17th February 2016, 05:46

Forum: Game Design Discussion

Topic: An option to allow the player to see chance-to-hit.

Replies: 35

Views: 4904

Re: An option to allow the player to see chance-to-hit.

Successfully casting the spell 10 times in a row is also improbable (1.56%) as is successfully casting it 9 times in a row then miscasting it once (0.81%) as is successfully casting it 5 times in a row then miscasting it, then casting it 2 times, then miscasting it, then casting it (0.42%). But you...

Tuesday, 16th February 2016, 13:10

Forum: Game Design Discussion

Topic: An option to allow the player to see chance-to-hit.

Replies: 35

Views: 4904

Re: An option to allow the player to see chance-to-hit.

Can't say I blame them honestly. The first time I ever played this game, I was on my phone doing training mode with console instead of tiles, right? Part of the mode told me to memorize magic dart and then cast it. It said 34% failure rate. I failed to cast it 10 times in a row. I honestly thought ...

Tuesday, 16th February 2016, 10:17

Forum: Game Design Discussion

Topic: An option to allow the player to see chance-to-hit.

Replies: 35

Views: 4904

Re: An option to allow the player to see chance-to-hit.

Can't say I blame them honestly. The first time I ever played this game, I was on my phone doing training mode with console instead of tiles, right? Part of the mode told me to memorize magic dart and then cast it. It said 34% failure rate. I failed to cast it 10 times in a row. I honestly thought ...

Wednesday, 3rd February 2016, 13:46

Forum: Game Design Discussion

Topic: Wand removal nitpick

Replies: 27

Views: 4130

Re: Wand removal nitpick

I'm not criticising. Just passing on a report on the principle it's better to tell you something you already know than to fail to tell you something that you don't know.

Wednesday, 3rd February 2016, 03:50

Forum: Game Design Discussion

Topic: Wand removal nitpick

Replies: 27

Views: 4130

Re: Wand removal nitpick

Oops:
Image

(note the flame next to the wand :)

via https://www.reddit.com/r/dcss/comments/ ... _iceblast/

Sunday, 31st January 2016, 01:10

Forum: Game Design Discussion

Topic: Luring (was: DCSS has a power creep problem)

Replies: 196

Views: 35125

Re: Luring (was: DCSS has a power creep problem)

Sorry if its complicated...its a matter of psychology. If the player is doing something you don't want them to do, give them a reason not to do it. You can make the reason either negative or positive. Positive reasons are usually a better way to adjust behavior than negative ones. Making bad things...

Tuesday, 26th January 2016, 12:35

Forum: Game Design Discussion

Topic: Concise skill progression table in morgue file

Replies: 24

Views: 4347

Re: Concise skill progression table in morgue file

Siegurt wrote:It is also how all the other numbers in the game are communicated.

Yes, that's why I said consistency was a far better argument than obviousness.

Tuesday, 26th January 2016, 11:23

Forum: Game Design Discussion

Topic: Concise skill progression table in morgue file

Replies: 24

Views: 4347

Re: Concise skill progression table in morgue file

A similar statement could be made about base 10 ;) But... it is obvious that 20 is 20. It is not obvious that k is 20. So, your real argument is that employing more than one way to represent the same value is confusing? That's a much stronger argument. (it's obvious that "20" is "20&...

Tuesday, 26th January 2016, 09:19

Forum: Game Design Discussion

Topic: Concise skill progression table in morgue file

Replies: 24

Views: 4347

Re: Concise skill progression table in morgue file

A similar statement could be made about base 10 ;)

Tuesday, 26th January 2016, 06:43

Forum: Game Design Discussion

Topic: Concise skill progression table in morgue file

Replies: 24

Views: 4347

Re: Concise skill progression table in morgue file

I think the repeating idea is really problematic too. it's extremely busy, even when switched to base 28 so that each item is of a uniform size (1 character) : Skill XL: | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 ----------------+---------------------------------------...

Sunday, 24th January 2016, 13:45

Forum: Game Design Discussion

Topic: Improving Random Altars

Replies: 39

Views: 6195

Re: Improving Random Altars

If you totally negate wrath of the forgotten god (not sure what you mean by "for a few character levels" and wrath already scales with XL) then it's hardly any different from just having its altar there. Dunno who you meant here -- I said 'for a few character levels' but not 'of the forgo...

Sunday, 24th January 2016, 07:54

Forum: Game Design Discussion

Topic: Improving Random Altars

Replies: 39

Views: 6195

Re: Improving Random Altars

Restricting the random selection (e.g. get one god out of three) defeats the point: this would be still very much into "what kind of build do I pre-plan". So what about my inverted idea ("one god not out of these three")? Like I said, it's a little silly-seeming and difficult to...

Monday, 18th January 2016, 04:30

Forum: Crazy Yiuf's Corner

Topic: why do you think

Replies: 22

Views: 2930

Re: why do you think

It has well designed parts. I don't know if it is well designed as a whole -- but it certainly is a better game overall than every other of the many, many games I've played. There are certainly better designed games (eg. brogue, despite its issues with traps), but none that are as fun, to me. In oth...

Sunday, 17th January 2016, 02:55

Forum: Game Design Discussion

Topic: the cost of each skill level

Replies: 3

Views: 832

Re: the cost of each skill level

I think you've made a pretty solid case for, at minimum, experimenting with different choices. IMO your proposition is simple enough that it would be a good idea at this point to make some patches implementing the various choices. As an aid to that, here's the various data you presented in a C-compa...
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