Search found 3931 matches

Tuesday, 25th January 2011, 13:08

Forum: Crazy Yiuf's Corner

Topic: Help with a cool Valentine's Day Idea

Replies: 20

Views: 5289

Re: Help with a cool Valentine's Day Idea

Sweet. I don't know anything about coding. If people could point me to what software/guides I could look at figure it out on my own, which could be impossible, I would appreciate it :) Well, then I suggest you don't code . Crawl is written in C++, which is not for the faint of heart, and the code b...

Tuesday, 25th January 2011, 12:31

Forum: Crazy Yiuf's Corner

Topic: Help with a cool Valentine's Day Idea

Replies: 20

Views: 5289

Re: Help with a cool Valentine's Day Idea

Well crawl is open source, so anything is possible! It really depends on your coding skills and your available time. Backgrounds/races/gods can be quite easy if you keep it simple. The hardest is coming up with interesting ideas and balancing them. For you, balance isn't a big problem.But we can hel...

Tuesday, 25th January 2011, 12:01

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

True euclidean space requires that there may be only one shortest path between any two points; crawl's grid does not allow this. Thanks for the clear explanation. Of course, to have a true euclidean space, we would need to get rid of the grid, and we don't want that. I don't think the "several...

Tuesday, 25th January 2011, 09:00

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

danr wrote:I had a crazy idea for LOS

This is indeed a crazy idea. Would require a huge amount of coding and interface tweak and even more balancing.

Tuesday, 25th January 2011, 08:59

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

MrMisterMonkey wrote:there will still be multiple shortest paths between a whole bunch of pairs of squares, and there is nothing you can do about that.

How is that a problem? If it is, Chebyshev has it too. Only worse.

Monday, 24th January 2011, 22:53

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

MrMisterMonkey wrote:The trick here is that it's not a shorter distance because we're not in Euclidean space.

This is the most common misconception.

Do not misconceive.

If we make diagonal moves cost 1.4, it is to turn the game to euclidean space.

Monday, 24th January 2011, 18:49

Forum: Game Design Discussion

Topic: Megabats!!!!

Replies: 26

Views: 8505

Re: Megabats!!!!

They are not that big. We should call them kilobats. ;)

Monday, 24th January 2011, 15:29

Forum: Game Design Discussion

Topic: Enchantment split - feedback

Replies: 12

Views: 3518

Re: Enchantment split - feedback

danr wrote:Is there a list somewhere of how the spells have been divided?


I don't think so. The info is in spl-data.h. If someone could make a nice list out of it and post it here or on the wiki that would be great.

Sunday, 23rd January 2011, 23:15

Forum: Game Design Discussion

Topic: item identification tangent

Replies: 4

Views: 2036

Re: item identification tangent

There is a little more to it. For example: I like to quaff-id potions on the upstairs of an explored level. So if I get confused or poison, I just wait it out (btw, waiting out decay might not be such a good idea), but if I get speed or might, I go downstairs and start exploring, so it's not a compl...

Sunday, 23rd January 2011, 12:28

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 9265

Re: Early-game adjustments

2) All backgrounds should start with something that will still be useful and meaningful throughout the early game. The fighter is a prime offender here -- a fighter's starting equipment is nearly guaranteed to be inferior to loot found on the floor in the first few dungeon levels You couldn't be mo...

Sunday, 23rd January 2011, 12:26

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 9265

Re: Early-game adjustments

Good point. Also, I like that most builds have very little options in the beginning, because it promotes starting the id game as soon as possible. You are not going to wait for ideal circumstances (carrying unided wand and armour, wearing uncursed jewellery,...), because you need to id fear, blink ...

Sunday, 23rd January 2011, 00:22

Forum: Game Design Discussion

Topic: "Giant" animals

Replies: 33

Views: 9332

Re: "Giant" animals

We listen to the demands of our players and Jude acted swiftly. Giant bat --> Megabat Lest the complaints can be heard all of the jungle, rest assured that megabat is the appropriate term, as the Crawl HQ zoology department assures: http://en.wikipedia.org/wiki/Megabat I suggest we simply call them...

Sunday, 23rd January 2011, 00:21

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 9265

Re: Early-game adjustments

I think there's a lot of merit in just boosting the starting skill levels a bit. This would make the very beginning easier to handle but the relative benefit would smoothly decline to a certain point as the difficulty of the dungeon increases. It's simple, and doesn't require inventing any new item...

Sunday, 23rd January 2011, 00:12

Forum: Game Design Discussion

Topic: Experience change idea: give experience pools to monsters

Replies: 30

Views: 8143

Re: Experience change idea: give experience pools to monster

I can see that line of reasoning; however, I'd argue that Crawl is as much about knowing what monsters you can't handle yet and escaping from them as it is about killing everything you see. Rewarding that has a certain appeal. And narratively? Escaping Sigmund on D:2 alive would certainly leave me ...

Saturday, 22nd January 2011, 14:47

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 24145

Re: Martial Manuvers, Stances and Special Attacks.

X needs to be unoccupied. Why? In Disgaea, in that specific (hypothetical) move, the character takes a step back to accelerate for the move (rush through a line of enemies, damaging each of them). That's why that particular spot (behind the character) must be unobstructed. Also the move can be: @ =...

Saturday, 22nd January 2011, 09:23

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 24145

Re: Martial Manuvers, Stances and Special Attacks.

I think we should start with a few passive abilities not specific to a weapon type: charge and zig-zag. Charge is obvious and can be implemented as described by Evktalo. It should give you the exhaust status for 3-5 turns so you can't berserk right away. The damage bonus depends on strength and siz...

Friday, 21st January 2011, 23:51

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 24145

Re: Martial Manuvers, Stances and Special Attacks.

evktalo wrote:X needs to be unoccupied.

Why?

Friday, 21st January 2011, 22:45

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 24145

Re: Martial Manuvers, Stances and Special Attacks.

I think we should start with a few passive abilities not specific to a weapon type: charge and zig-zag. Charge is obvious and can be implemented as described by Evktalo. It should give you the exhaust status for 3-5 turns so you can't berserk right away. The damage bonus depends on strength and size...

Friday, 21st January 2011, 15:14

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 24145

Re: Martial Manuvers, Stances and Special Attacks.

about the passive vs active abilities controversy: why not use it to differentiate weapons so they actually play differently? ⋅ Maces & Flails: no perks (boost damage to compensate) ⋅ Axes: 1 or 2 passive abilities (cleave) ⋅ Polearms & staves get some active ab...

Thursday, 20th January 2011, 20:46

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

I don't see how just because the LOS is changed, the AOE shape of spells has to change. Hell, I'm surprised there aren't different types of AOE as it is. They don't all have to be the same. And they aren't the same now, even; there's radius and line AOE already in the game, and not even all radius ...

Thursday, 20th January 2011, 12:55

Forum: Crazy Yiuf's Corner

Topic: [0.8] interesting uses for clinging?

Replies: 5

Views: 2222

Re: [0.8] interesting uses for clinging?

I still don't get what exactly it's even suppose to [i]do[i]. First time I saw it I was like "ok so I'm a spider and now I cling to walls. So?" I still haven't managed to get an answer. It's almost the same as levitation. You can cross deep water and lava, don't get movement penalty and f...

Thursday, 20th January 2011, 11:47

Forum: Suggestions & Criticism

Topic: game design subsections

Replies: 6

Views: 3462

Re: game design subsections

Hi, this is my first post - but I've been an active player on CAO/CDO for some years, and a silent admirer of the game and its' developers. (Only one win though :). I think the forum is great, the wiki is best suited for a little bit more polished ideas and opinions, those that worked out so its wo...

Thursday, 20th January 2011, 10:52

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

To everybody that says aesthetic is not an issue, keep in mind that if we make the LOS square, then the following things should also be squared (or we end up with another hybrid system and haven't solved anything): ⋅ explosions (storm spells, immolation, LRD) ⋅ tornado ⋅&nb...

Thursday, 20th January 2011, 10:05

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

retreating .......... ..@....c.. .......... In this example, a diagonal cost of 1.4 makes perfect sense, since you are actually getting faster out of the LOS of the yaktaur (which is euclidean). Here is a similar example, except instead of wanting to retreat, you want to get into melee range: ........

Wednesday, 19th January 2011, 22:46

Forum: Suggestions & Criticism

Topic: Screenshot forum?

Replies: 5

Views: 2815

Re: Screenshot forum?

We already have a console screenshot topic in the contribution forum. We can just create another topic for tile ones. Not sure we really need a dedicated forum for that. Also, I don't see the point of a forum for morgue files and dumps. If you want to upload one, you either want to brag about a win,...

Wednesday, 19th January 2011, 22:41

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 24145

Re: Martial Manuvers, Stances and Special Attacks.

You have made a good point about non-automatic abilities creating interesting choices. I also find pure melee a bit boring compared to spellcasters and hybrids. The global cooldown timer can also be a nice way to balance it. We can also mix it up and have both automatic and manual abilities. Charge ...

Wednesday, 19th January 2011, 19:02

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

Which raises a game design philosophy issue: should success in the game be influenced by one's awareness of and ability to exploit anomalies in the game world's geometry? Success in most games, is always about knowing the game flaws and exploiting them. It's not mandatory to win, but experienced pl...

Wednesday, 19th January 2011, 09:35

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

To everybody that says aesthetic is not an issue, keep in mind that if we make the LOS square, then the following things should also be squared (or we end up with another hybrid system and haven't solved anything): ⋅ explosions (storm spells, immolation, LRD) ⋅ tornado ⋅&nbs...

Tuesday, 18th January 2011, 22:43

Forum: Contributions

Topic: Change the lair floor tiles?

Replies: 19

Views: 8547

Re: Change the lair floor tiles?

I've got som work in progress I'd like to show off: http://dl.dropbox.com/u/2763964/new_lair1.png Comments and criticism are highly appreciated. Is it too gray? Got any ideas? for a lair with mossy stone floor, it's perfect! And it's a nice theme by the way too. It certainly fits well with the rest...

Tuesday, 18th January 2011, 15:00

Forum: Game Design Discussion

Topic: Anything changing with circular LoS vs. diagonal movement?

Replies: 114

Views: 31942

Re: Anything changing with circular LoS vs. diagonal movemen

It has been discussed . Many players have asked for square LOS, but none of the devs really like it. There even was a branch to test it out, but I don't think it's maintained anymore. Increasing the cost of diagonal movements is the alternative, but it's hard to code, and gameplay-wise will probably...

Tuesday, 18th January 2011, 12:51

Forum: Game Design Discussion

Topic: Pillar dancing

Replies: 28

Views: 6594

Re: Pillar dancing

Here's an off the wall idea: Why not a fatigue system? Ie, attach a fatigue cost to every action, and mitigate but not eliminate the fatigue cost of actions based on the skill level of the skills involved. The action cost would be deducted from a strength (and maybe + level) based fatigue pool, be ...

Monday, 17th January 2011, 14:49

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 16153

Re: FLat skill systems

I don't think rebalancing 200 spells and the whole experience system is easier than adjusting the other skills for better benefits at high skill level. And how would you do it anyway? By nerfing fire storm damage down to magic dart x9? Or by making it a level 80 spell? If the former, then it sucks....

Monday, 17th January 2011, 12:14

Forum: Dungeon Crawling Advice

Topic: Oh man, VpTm

Replies: 9

Views: 3060

Re: Oh man, VpTm

Claws boosts your normal hits and offhand punch but blade hands does both of those better anyway. And yes, felids can indeed use blade hands, though I haven't seen anyone show it off in tiles screenshots; the mental image is quite peculiar, at least. blade paws gives a stealth penalty. who else get...

Monday, 17th January 2011, 11:52

Forum: YASD! YAVP! and characters in progress too

Topic: MD Berserkers - 15 runes YaVP (and two YASD)

Replies: 13

Views: 3899

Re: MD Berserkers - 15 runes YaVP (and two YASD)

radzia wrote:its easier to "obtain" hot chick than crawl 15-runes win

It depends on your build and skills 8-)

Sunday, 16th January 2011, 14:44

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 16153

Re: FLat skill systems

Actually there are 2 choices here. You can as you say keep the geometric costs and try to make all the skills advance geometrically, or you can keep the weapon skills, dodging, armor, traps, evocations, invocation, etc, etc, flat as they currently are and rebalance the magic skills. It just seems t...

Sunday, 16th January 2011, 00:52

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 16153

Re: FLat skill systems

The whole magic system is balanced with progressive experience. If you're playing a DEFE, you really have to specialise a lot, because even if it's expensive, access to fire storm is worth the investment in XP. What you are saying about a flat experience system is interesting, but it just can't be a...

Sunday, 16th January 2011, 00:28

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 16153

Re: FLat skill systems

Why discuss "Skill points" at all then. What really matters is XP. You don't earn SP. You earn XP. So going from level 1 to level 2 costs 10 XP and going from level 15 to level 16 ~45,000 XP. And it is not even close to being linear since it is 2 "linear" progression being multi...

Saturday, 15th January 2011, 23:10

Forum: Game Design Discussion

Topic: New hybrid summoner background and a Reaver rework.

Replies: 38

Views: 12507

Re: New hybrid summoner background and a Reaver rework.

ok, you've got a point with the dagger a flaming, looks like it's ok.

Saturday, 15th January 2011, 23:00

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 16153

Re: FLat skill systems

acvar wrote:I am not sure where you are getting your numbers


skills2.cc:1572

I'm talking about skill points, not XP. In the beginning of the game, 10 skill points cost 1XP. The cost rise with skill level and total skill points up to 250XP for 10 skill points.

Saturday, 15th January 2011, 13:08

Forum: Game Design Discussion

Topic: Possible use for blank scrolls

Replies: 26

Views: 7860

Re: Possible use for blank scrolls

You can write something on them like "Here be Dragons", post it on the outside of the door of a room, and intelligent monsters will refrain from opening that door. Or you write Elbereth on it, drop it on the ground and monsters stop attacking you ;) Or, we rename it as "scroll of tro...

Saturday, 15th January 2011, 13:04

Forum: Game Design Discussion

Topic: Pillar dancing

Replies: 28

Views: 6594

Re: Pillar dancing

I really am not a fan of adding additional items to the game just to fill one niche purpose. I was pretty bummed when I saw scrolls of amnesia and scrolls of curse jewelry creep into the mix. scrolls of amnesia are not "just to fill one niche purpose". Replacing selective amnesia by scrol...

Saturday, 15th January 2011, 12:40

Forum: Game Design Discussion

Topic: Hexes and Charms - Balance issue for Arcane Marksmen

Replies: 38

Views: 9864

Re: Hexes and Charms - Balance issue for Arcane Marksmen

We are aware of the problem (see Kilobyte's commit message). As you can see, he's not too found of the background. But it can be salvaged, if we can find a good balance for the starting book and skills. Also, evktalo is one of the devs ;)

Saturday, 15th January 2011, 11:02

Forum: Game Design Discussion

Topic: New hybrid summoner background and a Reaver rework.

Replies: 38

Views: 12507

Re: New hybrid summoner background and a Reaver rework.

Hm... Interesting. Now I'm starting to imagine the reaver as something like a "Fire Warrior". Now, would this be crazy? What if they started with a dagger of flame? It would be unique as a class to start with a branded weapon, but it's only a dagger, I don't think the flame brand on a dag...

Saturday, 15th January 2011, 09:55

Forum: Game Design Discussion

Topic: FLat skill systems

Replies: 42

Views: 16153

Re: FLat skill systems

crawl's system starts out mostly linear, then switch to a flat but expensive system: Number of skill points you need to gain to reach a level: 1: 200 2: 100 3: 200 4: 250 5: 300 6: 300 7: 350 8: 400 9: 450 10: 600 11: 600 12: 650 13: 850 14: 950 15+: 1800 First level is expensive to get. Then, there...

Friday, 14th January 2011, 16:49

Forum: Dungeon Crawling Advice

Topic: The Ring of Charms

Replies: 8

Views: 2655

Re: The Ring of Charms

It has just been removed.

Friday, 14th January 2011, 16:43

Forum: Crazy Yiuf's Corner

Topic: Baileys

Replies: 29

Views: 11060

Re: Baileys

I've always wondered... How do you find out the names of vaults and portal vaults in a normal game?

Friday, 14th January 2011, 16:18

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15843

Re: Things that should be more transparent

For help, there's always ##crawl-dev. You can also create a coding section here on the forum. Thanks. I didn't want to create such a section without dev blessing. It could perhaps be restricted for access by devs and mods only (as I'm not technically a dev) or anyone nominated by the devteam. I wou...

Friday, 14th January 2011, 10:15

Forum: Game Design Discussion

Topic: New hybrid summoner background and a Reaver rework.

Replies: 38

Views: 12507

Re: New hybrid summoner background and a Reaver rework.

The reason reavers are on the chopping block in the first place is that they're completely redundant with conjurors who pick up and use a weapon. We will continue to have any reaver-related playing style in the game, just start with a conjuror and go. They just got rid of the weaker of the two most...

Friday, 14th January 2011, 09:52

Forum: Coding

Topic: Patch project: make weapon screen info like spell screen

Replies: 36

Views: 15843

Re: Things that should be more transparent

good that you're tackling this! You seem to have figure it out fine (even though you haven't chosen the easiest patch to make as your first). If you want to take a look at the spell listing function (for the interface), it's in spl-cast.cc:195 For help, there's always ##crawl-dev. You can also creat...
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