Search found 45 matches

Saturday, 1st February 2014, 00:03

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49019

Re: Vine Stalkers.

Welp, vine stalker is obviously the best choice here.

I only hope we can continue this imaginative streak and the other new trunk monsters and "essence havers" and "hot becomers"

Friday, 31st January 2014, 13:01

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49019

Re: Vine Stalkers.

Can we at least come up with a less generic name than 'vine stalker'? For example: How about mandrakes? This would be a pretty good name for a mana-hungry plant-man. There's a rationale here: Besides kinda looking like people, mandrakes have been traditionally associated with magic and mysticism. Be...

Thursday, 30th January 2014, 15:37

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49019

Re: Vine Stalkers.

Sar wrote:ants are quite famous for being unable to teleport

Ever try teleporting an ant? :P

Thursday, 30th January 2014, 15:11

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49019

Re: Vine Stalkers.

You don't see a problem here? So I logged on and saw Vine Stalkers, and thought "Plant people, cool - not sure what they'll do, but I'll check it out". I figured, you know, probably good at earth magic, probably weak to fire, maybe slow, "Stalker" implied stealth... still not rea...

Thursday, 30th January 2014, 14:30

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49019

Re: Vine Stalkers.

Well, most stuff does have brains so a complete lack of food wouldn't be a problem. However, I admit fiddling around with how food works is more trouble than its worth. Seeing as this is only a small flavourful add, too much stuff would require balancing for very little gain. Besides, the food metag...

Thursday, 30th January 2014, 12:27

Forum: Game Design Discussion

Topic: Vine Stalkers.

Replies: 126

Views: 49019

Re: Vine Stalkers.

Agreed that "vine stalker" is a crummy name / flavour. How about theming them after illithids / mind flayers? They're well known from and are associated with strong unarmed attacks that drain mana (brain sucking tentacle mouths) and with mana as life force (they're psionic). The downside i...

Tuesday, 28th January 2014, 19:44

Forum: Game Design Discussion

Topic: Things in Crawl that are confusing

Replies: 47

Views: 12461

Re: Things in Crawl that are confusing

The most complicated part of skills is the strategy to training them, and even that can be boiled down to a couple of sentences at most, so I don't know what awkward features you're referring to. If anything then having very concise explanations of the skills available from the skill menu (like say...

Monday, 27th January 2014, 22:27

Forum: Game Design Discussion

Topic: Things in Crawl that are confusing

Replies: 47

Views: 12461

Re: Things in Crawl that are confusing

The OP is not asking why these things are the way they are, rather trying to point out that these things are not intuitive to new players. I don't think it's at all obvious that better fighting skill mean more hp. Especially since in most RPGs hp is more often tied to character stats, not skills. An...

Saturday, 22nd October 2011, 11:04

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Well, I'm not gonna fight it then. What I still want to keep away are explicit mentions to gameplay mechanics (e.g. "press 'o' to open the door") and references to the specific monster in question (e.g. "this one smells especially bad" -- use "they smell terrible" inste...

Thursday, 20th October 2011, 13:59

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

All I'm saying here is that there should be _consistency_, the worst thing is that there's a mish-mash of different styles or phrasings in the descriptions. That just looks amateurish. The reason I chose that style was mainly because it was the most prevalent among the descriptions, not because I th...

Thursday, 20th October 2011, 09:48

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

I've changed the goldfish description per the recent comment. There's a couple of new monster descriptions that don't follow the format of the others. This might be nitpicking, but I'd like to have consistency here. The description should answer the question: What is a [foo]? A foo is... For exampl...

Tuesday, 27th September 2011, 15:19

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

I'm sad to see the Electric Boogie quotation has been replaced. It was one of my favourites. :( There's a few descriptions for uniques that could do with condensing, namely Xtahua, Sonja and Wiglaf, and perhaps The Royal Jelly. Uniques can and should have longer descriptions than normal monsters, bu...

Monday, 26th September 2011, 14:44

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Another noob question: I checked this thread again but didn't see anything. What's the right way to suggest/submit new speech? I fleshed out a background for Harold and added some speech to go with it (he's a bounty hunter still, and you're his last job before retirement, which he's greatly looking...

Saturday, 24th September 2011, 09:03

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

I don't think there should be tips for key binds in the descriptions -- Press 'q' to drink from this magic fountain. Expect magical effects, as long as it's still magic. A wooden door, cunningly hidden. It used to be a secret door but at least for you it's not a secret anymore. To open it, try simpl...

Friday, 23rd September 2011, 08:11

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Grimm wrote:Are all draconian monsters yellow, per Gretell? Or can they be of any hue?


The latter, you can test this by typing f. ex. Red Draconian or Black Draconian in it, or by spawning them in WizMode.

Wednesday, 21st September 2011, 11:57

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

As nice as the literary quotes are, the main focus ought to be bringing the descriptions up to date. There are still plenty of items missing from the items tab, for example, and the dungeon features tab is still very incomplete. Some uniques still have boring speech files and / or descriptions - fee...

Sunday, 14th August 2011, 13:23

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Whose task is it to evaluate new content? Grimm's? It'd be nice to get this done for new (blue) stuff currently in the spreadsheet, so that a patch can be compiled and submitted. Also, googling the names of stuff to get the date and adding it yourself doesn't take much longer than just commenting 'd...

Thursday, 28th July 2011, 12:53

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Expanded the items section substantially; still missing a bunch - all the artefacts are still absent for instance.

Monday, 25th July 2011, 20:32

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Remember that if you make any changes, be it adding text where there is none or altering text where its orange or yellow, change the box to blue. All the other colours are supposed to signify text already in game, with: Orange {top priority} Yellow {low priority} Green {no changes required} Blue {ch...

Wednesday, 20th July 2011, 19:40

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

There's a bunch of uniques that are a bit boring. Now, there's been talk - in the dev. wiki at least - of removing some altogether, but as far as I'm concerned we should still strive to improve them. As pointed out by Grimm in the guideline , ideally an unique's description should tell their backsto...

Friday, 15th July 2011, 21:26

Forum: Game Design Discussion

Topic: Improving poison magic

Replies: 63

Views: 30657

Re: Improving poison magic

I just got an idea for an alchemy spell: 'Touch of Midas' . Enemies you kill drop a pile of god instead of corpses. You would also do bonus damage unarmed as the enemies are slowly turned into gold by your touch. On a downside, anything you try to eat turns into gold so you run the risk of starvatio...

Friday, 15th July 2011, 19:55

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

The colour code for entries is: Green - extant and good Yellow - extant but needs editing Blue - new submission, will be reviewed later Also, there's: Orange - extant and needs to be replaced / heavily edited Red - no description / quotation in game EDIT: In my opinion, quotes in languages other th...

Wednesday, 13th July 2011, 16:25

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

"A very large and fat hairy bee." Seeing as the monster descriptions already in the game mostly use this format i.e. describe the monster's appearance, I propose we follow that one for the rest of them. So, monster descriptions should look like this: A [strange|ugly|vicious] [snake|creatu...

Tuesday, 12th July 2011, 20:54

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

For consistency in style, should the descriptions for monsters read like someone is speaking to the player (i.e. the 'Pokédex / Hitchhiker's Guide to the Galaxy style), like so: "One of the race of elves which inhabits this dreary cave. This one is remarkably plain looking." Or should it r...

Tuesday, 12th July 2011, 12:15

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Coolio, these are excellent. Thank you very much. I feel that we shouldn't accept the quotes for the eyeball, scimitar, necronomicon, or reaper, for reasons laid out in the Guidelines document. I'm not sure what exactly you are referring to, but in sourcing the quotes I tried to follow the example ...

Monday, 11th July 2011, 12:12

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 112811

Re: DCSS Text Improvement Taskforce

Cool, here's a bunch of literary quotes I gathered a while back but never bothered to upload on mantis.

Friday, 27th May 2011, 12:50

Forum: Game Design Discussion

Topic: new weapon : Repetition crossbow

Replies: 13

Views: 4076

Re: new weapon : Repetition crossbow

As long as were throwing OP weapon ideas out there, I liked the one someone proposed of a 'ballista', i.e. a crossbow that uses javelins (or spears, even) as ammo. It would be very powerful, but as a downside it would be slow to fire and reload, limited in its ammo capacity and could only be used by...

Saturday, 21st May 2011, 16:11

Forum: Crazy Yiuf's Corner

Topic: Your favorite dialog or game message?

Replies: 119

Views: 38376

Re: Your favorite dialog or game message?

"Welcome to Hell! Please enjoy your stay."

"Thank you for visiting Hell. Please come again soon."

Thursday, 19th May 2011, 12:36

Forum: Crazy Yiuf's Corner

Topic: Tiles inspirations

Replies: 23

Views: 5635

Re: Tiles inspirations

Image

=

Image

Tuesday, 17th May 2011, 21:41

Forum: Contributions

Topic: BUG REPORT: Blork the Orc's suspenders not visible (tiles)

Replies: 6

Views: 3076

BUG REPORT: Blork the Orc's suspenders not visible (tiles)

I can't be the only one to notice this glaring error. As per the in-game description, Blork (the Orc) is supposed to have a pair of rainbow-coloured suspenders: A particularly fat and ugly orc. He seems to have scavenged a pair of rainbow-coloured suspenders from somewhere. They're not helping. Howe...

Tuesday, 10th May 2011, 09:23

Forum: Game Design Discussion

Topic: Felids

Replies: 60

Views: 15654

Re: Felid is not a good race

This is purely a flavour issue, but I find it really silly and a bit unintuitive that a race of what is essentially sentient housecats is more powerful (well, easier to play) than beefier races like ogres or, say, minotaurs.

Monday, 9th May 2011, 20:00

Forum: Game Design Discussion

Topic: Boots of water walking

Replies: 10

Views: 2016

Re: Boots of water walking

Seeing as there's already boots of levitation, no.

Wednesday, 4th May 2011, 11:29

Forum: Game Design Discussion

Topic: Player Ghosts - What's the incentive?

Replies: 23

Views: 8168

Re: Player Ghosts - What's the incentive?

Since 'cheating' player ghosts away is so trivial, there should be an option to switch them off completely.

Wednesday, 4th May 2011, 11:22

Forum: Game Design Discussion

Topic: Open levels are too common

Replies: 17

Views: 3524

Re: Open levels are too common

Maybe just add more vaults that specifically appear on open levels to spruce them up? Especially the new serial ones that give the whole level a common theme.

Thursday, 31st March 2011, 09:35

Forum: Game Design Discussion

Topic: Spiky monsters should hurt the player when attacked

Replies: 3

Views: 1187

Spiky monsters should hurt the player when attacked

Spiky monsters (porcupines, spiny frogs, hedgehogs) should hurt the player when melee'd - at least when the player is unarmed.

Jellies already do this and it really is what one would intuitively think that would happen (ever tried punching a porcupine? ouch!)

Also, devs: Add hedgehogs in the game

Sunday, 13th March 2011, 18:31

Forum: Game Design Discussion

Topic: A more nuanced evil god proposal

Replies: 23

Views: 5850

Re: A more nuanced evil god proposal

I never liked the view of evil as 'opposite of good' , i.e. the same as TSO but likes the opposite things. A 'devil' kind of a god should be manipulative, and dealing with the devil should be dangerous but offer great power. Well, anyways, here's some ideas of mine: The devil is manipulative and dec...

Monday, 7th March 2011, 15:19

Forum: Game Design Discussion

Topic: Goblins as a player race

Replies: 9

Views: 2368

Does Crawl really need another vanilla race? Not all monster races need to have a player race devoted to them / vice versa for new player race suggestions. I guess there's some merit in the idea of making them inferior in all aspects and have them be a challenge race, but we have ogres already for t...

Monday, 14th February 2011, 16:31

Forum: Game Design Discussion

Topic: Frogs and Toads monster-type

Replies: 2

Views: 1213

Re: Frogs and Toads monster-type

While blink frogs and spiny frogs have their own gimmicks and giant frogs are rather strong when they appear already and therefore don't really need a buff, giant toads are dreadfully boring and this ability might make them a bit more interesting.

Sunday, 23rd January 2011, 11:27

Forum: Game Design Discussion

Topic: "Giant" animals

Replies: 33

Views: 8891

Re: "Giant" animals

Fix Giant ant so that it's in line with the other ants.
Preferably: Worker Ant ( / Soldier Ant / Queen Ant ) , not Worker Giant Ant / Giant Worker Ant or something stupid.

Alternatively, call them mega-ants.

Sunday, 23rd January 2011, 00:33

Forum: Game Design Discussion

Topic: "Giant" animals

Replies: 33

Views: 8891

Re: "Giant" animals

Megabat sounds a bit extraordinary for such a mundane creature, it's what I'd expect a unique bat monster to be called more than anything

Monday, 17th January 2011, 18:10

Forum: Crazy Yiuf's Corner

Topic: Tiles inspirations

Replies: 23

Views: 5635

Re: Tiles inspirations

The original mimic tile:
Image

Was based on this pic of a shark:
Image

Sunday, 16th January 2011, 13:10

Forum: Game Design Discussion

Topic: "Giant" animals

Replies: 33

Views: 8891

Re: "Giant" animals

Rename giant beetle to goliath beetle

Yes, they're not really *that* huge irl, but neither are emperor scorpions and they're giant monsters in DCSS too.

EDIT: Seconding that carps should replace giant goldfish.

Sunday, 16th January 2011, 00:36

Forum: Game Design Discussion

Topic: Demigod, demonspawn, undead as subraces

Replies: 14

Views: 3917

Re: Demigod, demonspawn, undead as subraces

God no. it'll add tons of new starting characters. Not a good thing unless there's real variety - having a gazillion different combos for races would only make character creation needlessly convoluted without adding anything meaningful. Note that it's also inevitable that there would be an uber comb...

Friday, 7th January 2011, 22:13

Forum: Contributions

Topic: Change the lair floor tiles?

Replies: 19

Views: 8020

Re: Change the lair floor tiles?

That's a million times better and you might want to work on the walls too while you're at it (although the lair has pretty good wall tiles compared to, for example, the old dungeon walls) Be sure to avoid the grid while you're making the new floor tiles. I see that you've done that quite a bit alrea...

Tuesday, 28th December 2010, 00:55

Forum: Game Design Discussion

Topic: Is new tiles needed?

Replies: 9

Views: 2703

Re: Is new tiles needed?

Here's an unfinished Maurice tile I was making a while back but was unsatisfied with. You can use it to base a derivative Maurice from or something; personally I don't really like how it turned out.

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.