Search found 330 matches

Sunday, 17th September 2017, 19:38

Forum: Game Design Discussion

Topic: Orb as Götterdämmerung device

Replies: 5

Views: 732

Re: Orb as Götterdämmerung device

Crawl in its current state aligns well with real life: all journeys come to an end regardless of personal success, leaving behind statistical records that do little to communicate the experience of the personal struggles we faced along the way. If we believe the gods must take retribution against in...

Tuesday, 6th June 2017, 00:34

Forum: Game Design Discussion

Topic: Idea: Distinguish stairs

Replies: 27

Views: 2204

Re: Idea: Distinguish stairs

Color would be a better indicator of "different but not mechanically different."

Wednesday, 3rd May 2017, 01:38

Forum: Game Design Discussion

Topic: Why are the colors always wrong?

Replies: 15

Views: 1047

Re: Why are the colors always wrong?

I've occasionally considered making one or two variations of each randart item, but I fear even that would add too much visual busy-ness and cognitive load to the game. The main reason that there are so many different tiles for standard/ego/randart versions of items is because I enjoy drawing fancy ...

Wednesday, 12th April 2017, 23:03

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 7663

Re: Real-world references

It's also not where the burden of proof lies. An individual voicing their concern -- one way or the other -- isn't the standard by which to make decisions about inclusivity. Real-world references in crawl are inclusive if they are authentic and meaningful: in this sense, authentic means the referenc...

Wednesday, 12th April 2017, 17:43

Forum: Game Design Discussion

Topic: Real-world references

Replies: 101

Views: 7663

Re: Real-world references

I think it is a good goal to have respectful references to real-world religions and mythologies in crawl: deciding what counts as "respectful" is challenging because there aren't simple one-size-fits-all rules. Let's stick with Daevas and Sharanga and Hinduism for a moment. Daeva is a term...

Thursday, 5th January 2017, 01:56

Forum: Game Design Discussion

Topic: FR: More alternate floor/wall tilesets for D and maybe U

Replies: 7

Views: 675

Re: FR: More alternate floor/wall tilesets for D and maybe U

In general, I think wall and floor tiles should be less saturated than objects/enemies/things you need to pay attention to. On the other hand, I've been thinking of doing something to break up the monotony a little bit -- I've been thinking of it for about a year and I haven't started, but things ar...

Monday, 26th December 2016, 23:26

Forum: Game Design Discussion

Topic: DCSS has a power creep problem

Replies: 93

Views: 9163

Re: DCSS has a power creep problem

...and additionally, the premise (it is difficult for people to win at crawl) does not logically lead to the conclusion of the argument (power creep isn't happening)

Wednesday, 2nd November 2016, 18:03

Forum: Game Design Discussion

Topic: the tile for frilled lizards, does not, in fact, have a fril

Replies: 6

Views: 1081

Re: the tile for frilled lizards, does not, in fact, have a

greedy ol' duvessa listed gold pieces twice! I always knew that was what motivated you...

Tuesday, 4th October 2016, 07:12

Forum: Game Design Discussion

Topic: Developing Ieoh Jian Council (Latest version inside)

Replies: 69

Views: 8080

Re: God Proposal: Wiruiamesh, the Blade Collector

Rather than force the player to press ' thousands more times per game, it might be interesting if just one weapon the player wields (maybe the god is a weapon itself) cycled through all different aux attacks (cleave, riposte, reaching, why not even constrict or something) and you spent piety to &quo...

Sunday, 2nd October 2016, 20:10

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 4433

Re: Make Yara's a Monster Spell; End Charms Reform

Definitely not! I also think battlesphere, spectral weapon, death's door all make good spells. If these spells collectively justify charms as a school, then great. For the most part these spells seem like they could be rolled into other schools -- thematically, I'm not sure how that could happen wit...

Sunday, 2nd October 2016, 18:54

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 4433

Re: Make Yara's a Monster Spell; End Charms Reform

Well, I suppose that's a flaw in my reasoning. I don't think most passive effects in the game would work out better as spells you have to cast -- e.g. I prefer that plate armour is something you put on, rather than cast. Why was stone skin removed? It seems like I'm criticizing spells in general bec...

Sunday, 2nd October 2016, 03:14

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 4433

Re: Make Yara's a Monster Spell; End Charms Reform

D) Charms are passive. They don't have to be, not all charms spells seem to be passive bonuses, but on the other hand that's the thematic conceit of the school. Charms has fun effects based around some abstract idea of "adding more bonuses to the player."

Sunday, 2nd October 2016, 01:53

Forum: Game Design Discussion

Topic: Make Yara's a Monster Spell; End Charms Reform

Replies: 88

Views: 4433

Re: Make Yara's a Monster Spell; End Charms Reform

The game is , overall, designed for players who want to have glorious moments in the face of risks. If all charms were instead turned into consumables and equipment, more players get to take advantage of the benefits that charms spells bring to the game -- not just those with the system knowledge to...

Sunday, 11th September 2016, 19:01

Forum: Crazy Yiuf's Corner

Topic: implemented wont do

Replies: 27

Views: 1566

Re: Vehumet reform

It worked, though. We tricked players into thinking that dual wielding got added, without actually adding dual wielding. Psychology is an important part of game design, too.

Saturday, 3rd September 2016, 23:36

Forum: Game Design Discussion

Topic: Let Trog burn manuals of magic skills

Replies: 10

Views: 794

Re: Let Trog burn manuals of magic skills

I think manuals might be better as rare "scrolls of learning" that give you a +4 bonus to a random aptitude, which goes away after you earn X amount of experience points. edit: don't you dare tell me that this would be an unfair benefit for zigscummers who find manuals for skills they've a...

Saturday, 27th August 2016, 20:29

Forum: Game Design Discussion

Topic: Remove or reform some blinking monsters

Replies: 19

Views: 1478

Re: Remove or reform some blinking monsters

Phantoms have a bad depth for blink allies encircling -- there isn't as much margin for error as there is for characters doing lair branches. They'd shut down centaurs or whatever by blocking line of fire/forcing them into melee range. Almost worth kiting around for some characters. On the other han...

Thursday, 18th August 2016, 06:18

Forum: Game Design Discussion

Topic: Large Abominations Ought Not Look Like Tormentors

Replies: 25

Views: 1999

Re: Large Abominations Ought Not Look Like Tormentors

I like the old cacodemon tile as well. It's very recognizable. I think the new one remains distinct and better fits the aesthetic of other crawl tiles. It's been a slow process over the years, but I think most new tiles in crawl have a particular visual language and I think it's getting more clear a...

Thursday, 18th August 2016, 01:18

Forum: Game Design Discussion

Topic: Large Abominations Ought Not Look Like Tormentors

Replies: 25

Views: 1999

Re: Large Abominations Ought Not Look Like Tormentors

I recently submitted a tormentor tile on Mantis which is bright pink/purplish (this is to differentiate it from a skinner but still yellow Cacodemon tile that I've made) and I think it should be more recognizable this way -- as well as consistent across tiles & console. I think these abomination...

Wednesday, 6th July 2016, 18:18

Forum: Crazy Yiuf's Corner

Topic: Rename Damnation to Brimstone

Replies: 96

Views: 4408

Re: Rename Damnation to Brimstone

Gotta get in on this bikeshedding while it's still in GDD: A former DM of mine used the term "ruin damage" for "can't be resisted." I like "damnation" though.

How about ZOT DAMAGE, though.

Tuesday, 7th June 2016, 03:53

Forum: Game Design Discussion

Topic: Make Shields take 0.5 aut to put on/remove

Replies: 35

Views: 2860

Re: Make Shields take 0.5 aut to put on/remove

What if protection brand took turns/xp/something else to build up from 0?

Sunday, 5th June 2016, 18:39

Forum: Game Design Discussion

Topic: shadow imps have a terrible awful tile

Replies: 4

Views: 551

Re: shadow imps have a terrible awful tile

looking at the new tile now (~six months after I made it) it could stand to be brightened 10%

Friday, 20th May 2016, 21:51

Forum: Crazy Yiuf's Corner

Topic: Everlasting rations

Replies: 10

Views: 622

Re: Everlasting rations

I think a good model for how to implement this kind of artefact is the butchering knife that all characters carry -- all characters could start with this item, and it wouldn't have to take up inventory space if its presence is implied. After that, we could save button presses if eating happened auto...

Tuesday, 10th May 2016, 00:08

Forum: Game Design Discussion

Topic: Remove either orb run or digging

Replies: 150

Views: 6704

Re: Remove either orb run or digging

I like the idea of a separate set of levels for the orb run, but I'm curious what people think that should look like. "Zot/pan, set against a backdrop of only levels we've already been in" is pretty boring imo. At least a few times, people on this forum have suggested things along the line...

Wednesday, 22nd July 2015, 23:53

Forum: Game Design Discussion

Topic: consider moving darkness from level 7 to level 6.

Replies: 17

Views: 1049

Re: consider moving darkness from level 7 to level 6.

File200 wrote:I also should have added that I don't bother with it because I have access to a Lantern, cBlink, and/or Dithmenos when I find it. To me, these make the effect redundant.


I don't tend to say things like, "sounds like a good candidate for removal," but sometimes the stars just line up.

Sunday, 7th June 2015, 23:39

Forum: Game Design Discussion

Topic: Alphabetical order within item groups

Replies: 8

Views: 639

Re: Alphabetical order within item groups

The obvious solution is to create a sprint map called The Perilous Journey Through Rcfile Options, that allows you to toggle specifics by opening/closing doors and

Saturday, 23rd May 2015, 19:03

Forum: Game Design Discussion

Topic: Stealthier when still

Replies: 52

Views: 3157

Re: Stealthier when still

Honestly, I just think that the concept of "stealthier when still" is more aligned to the design goals of games that work in real-time, rather than turn-based games. Generally, real-time games reward players who move and take actions rapidly, emphasizing reflexes, quick thinking, and adapt...

Thursday, 21st May 2015, 03:10

Forum: Crazy Yiuf's Corner

Topic: Suggestion: Merge Bread and Meat Rations

Replies: 55

Views: 2695

Re: Suggestion: Merge Bread and Meat Rations

If it were up to me, we should remove all food except pizza.

Sunday, 19th April 2015, 21:43

Forum: Game Design Discussion

Topic: What is rationale for up/down stairs disconnectedness?

Replies: 36

Views: 1912

Re: What is rationale for up/down stairs disconnectedness?

I'd suggest you try coding a patch that makes staircase locations consistent, yet retains the complexity and variation of Crawl's current level generation.

Sunday, 19th April 2015, 00:21

Forum: Game Design Discussion

Topic: fr: recolor downstairs on minimap

Replies: 10

Views: 968

Re: fr: recolor downstairs on minimap

I haven't been particularly active at Crawl tile-making for the last few months, but someday (like, some time within the next 3 to 5 years) I want to work on colorblind options. I've read a few articles and it's clear that colorblindness manifests in many different ways. I'd love to hear some input ...

Friday, 17th April 2015, 06:14

Forum: Game Design Discussion

Topic: Mummies can be confused by Tarantellas

Replies: 21

Views: 1731

Re: Mummies can be confused by Tarantellas

  Code:
The tarantella takes apart your nightmares and leaves them by the door!
You are confused.

Saturday, 11th April 2015, 00:18

Forum: Game Design Discussion

Topic: Charms change (once again)

Replies: 78

Views: 4701

Re: Charms change (once again)

One thing I've mentioned elsewhere is that if it seems ideal to do something like, "spell stays active permanently with a max MP cost while it's on," isn't that just functionally the same as putting on equipment? It would add more choice to the equipment game if some charms became egos. Cl...

Saturday, 28th March 2015, 15:51

Forum: Game Design Discussion

Topic: No, but seriously, remove Ballistomycetes

Replies: 45

Views: 3237

Re: No, but seriously, remove Ballistomycetes

You're comparing monsters to items.

Wednesday, 25th March 2015, 01:44

Forum: Game Design Discussion

Topic: A New Angelic Branch

Replies: 39

Views: 2712

Re: A New Angelic Branch

A portal vault with holy-type enemies that necromutates any non-undead character while inside. It should warn players that worship gods like TSO etc. but otherwise causing penance is fine.

Wednesday, 18th March 2015, 00:14

Forum: Game Design Discussion

Topic: End monster spawning

Replies: 132

Views: 8465

Re: End monster spawning

You can feel free to question the design philosophy if you want, but only if you have reasonable points to make. It seems to me that you're arguing with "Crawl should not reward boring, tedious behavior" with "who cares."

Thursday, 12th March 2015, 01:02

Forum: Crazy Yiuf's Corner

Topic: Rename Eye of Draining

Replies: 11

Views: 958

Re: Rename Eye of Draining

eye of braining

Friday, 27th February 2015, 05:18

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 10397

Re: Tiles that could use improvement

And now a WIP bone dragon: http://i.imgur.com/6VOZFIi.png Pretty satisfied with it myself, waiting for some more feedback at the moment. This is how it looks in-game: http://i.imgur.com/YZfKVFG.png I'd slightly darken the tail, the upper arm which is below the head, and lower portion of the right h...

Thursday, 26th February 2015, 07:43

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 10397

Re: Tiles that could use improvement

CanOfWorms, I extremely dig the tiles you've made.

Arch, I do think I will bump that one particular floor set up in brightness a smidge.

Tuesday, 24th February 2015, 19:57

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 3327

Re: Monster gimmick usage

Players not comfortable with (or not interested in) specific mechanics can opt not to enter I hear this argument routinely (usually with regard to things like labyrinths and crypt) and I hate it. If playing badly (skipping portal vaults) is more fun than playing well, there is something wrong with ...

Monday, 23rd February 2015, 22:29

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 3327

Re: Monster gimmick usage

A couple more ideas: An ironbrand convoker could be interesting in a Bailey or two -- they certainly aren't more dangerous numbers-wise than some monsters you can encounter there, and they could escalate things while still being counter-able. It would be thematic, at least, for a monster in Dis to h...

Monday, 23rd February 2015, 01:17

Forum: Game Design Discussion

Topic: Major Background Trimming

Replies: 90

Views: 5028

Re: Major Background Trimming

If the pencils aren't what you need, they're irrelevant to the issue of the pens -- you could throw all those pencils in the trash and you aren't losing anything. You might not think that sounds logical, but it is explicitly logical. You could apply that argument to the cliche of "NASA spent ba...

Friday, 20th February 2015, 06:33

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 3327

Monster gimmick usage

Monsters having gimmicks is fine and good, but I think a game with twenty strong gimmicks that are each used repeatedly is much better than a game with one hundred that are each used once and aren't as good (since, of course, you'd choose the twenty best out of your pool of one hundred). Yes, this ...

Thursday, 19th February 2015, 07:23

Forum: Game Design Discussion

Topic: Major Background Trimming

Replies: 90

Views: 5028

Re: Major Background Trimming

I frequently see that "why balance a single player game" question. Game balance doesn't just provide parity in multiplayer, it also shapes player experience.

Sunday, 14th December 2014, 19:58

Forum: Game Design Discussion

Topic: Buffing Tukima's Dance

Replies: 14

Views: 1241

Re: Buffing Tukima's Dance

dynast: I just want to address the fact that you may feel demoralized, ganged up upon, and frustrated; your longer general thread got closed with the advice of "come up with a specific proposal," now your specific proposal is having its flaws exposed. Don't take that personally, this is ho...

Wednesday, 3rd December 2014, 18:10

Forum: Game Design Discussion

Topic: Acidic walls

Replies: 8

Views: 905

Re: Acidic walls

It's true that the player should read, but tiles are intended to communicate what's going on clearly -- those walls are used in Sewer and several vaults but don't burn you in those locations, and that's bad. I will probably make gooier-looking walls for Slime at some point, which should improve thin...

Friday, 21st November 2014, 02:52

Forum: Game Design Discussion

Topic: Octopodes and cloaks.

Replies: 38

Views: 3362

Re: Octopodes and cloaks.

Dith's shadow step and Ru's power leap fill the same role, are available to other races, and have interesting conditions (only working on motionless enemies/AOE damage for a price)

Monday, 13th October 2014, 01:21

Forum: Game Design Discussion

Topic: Multiple Temple Entrances

Replies: 17

Views: 1197

Re: Multiple Temple Entrances

I disagree. Prior to item weight removal, you could just drop items wherever and it would be fine -- all this hand-wringing about jellies eating your stuff is psychological. If it's in a corner, it's fine. If it's on or near the downstairs (so when you come back up, you're right there) it's fine. Ne...

Friday, 15th August 2014, 04:32

Forum: Game Design Discussion

Topic: unrandart: the Retort of the Alchemist

Replies: 14

Views: 1319

Re: unrandart: the Retort of the Alchemist

Like most other GDD posts destined for the grave, "it seemed like a fun idea." I'd considered that multiple new clouds would be a pain; it could instead pull from rarer cloud types like "mutagenic" or "miasma" but we're beginning to reach a bit, both in terms of concept...

Thursday, 14th August 2014, 18:39

Forum: Game Design Discussion

Topic: unrandart: the Retort of the Alchemist

Replies: 14

Views: 1319

unrandart: the Retort of the Alchemist

A blowgun that resembles a retort, belongs to the same fellow with the hat.

Needles fired by the blowgun have a 100% mulch rate, but leave clouds of their effect on every tile they pass through.

How balanced or unbalanced would this be? What other bonuses or penalties could this item have?

Tuesday, 29th July 2014, 19:20

Forum: Game Design Discussion

Topic: Request - remove deep water between islands

Replies: 8

Views: 1094

Re: Request - remove deep water between islands

I dunno, have you met most crawl players? I'm sure we'd see at least one "Bullshit unfair death, splatted in deep water because I couldn't attack a kraken!" post per week.
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