Search found 13 matches

Monday, 2nd April 2012, 22:25

Forum: Game Design Discussion

Topic: High level Poison or Poison/Hexes suggestion: Pox

Replies: 10

Views: 2471

Re: High level Poison or Poison/Hexes suggestion: Pox

I'm not sure an infection-like spell would be a lot of fun in a roguelike, actually. Optimal play would be "cast this on dudes and get out of sight," and stuff happening out of LOS is, well, not that fun. I feared this so that's why I mentioned 'explosive boils'. The optimal play there wo...

Monday, 2nd April 2012, 18:59

Forum: Game Design Discussion

Topic: High level Poison or Poison/Hexes suggestion: Pox

Replies: 10

Views: 2471

Re: High level Poison or Poison/Hexes suggestion: Pox

True, this needs rethinking.

But are the mechanics of a spreading infection type spell worth carrying forward? It's seems to a different take on area of effect than any of the storms, tornado or shatter.

Monday, 2nd April 2012, 18:09

Forum: Game Design Discussion

Topic: High level Poison or Poison/Hexes suggestion: Pox

Replies: 10

Views: 2471

Re: High level Poison or Poison/Hexes suggestion: Pox

You could make infection count toward being Ignite Poison vulnerable but that's a bit of a stretch just to try and fix the idea. I suppose the explosion effect but apply to even totally poison immune creatures but it wouldn't make too much sense. For post-endgame it would be weak but a lot of Zot mo...

Monday, 2nd April 2012, 17:17

Forum: Game Design Discussion

Topic: High level Poison or Poison/Hexes suggestion: Pox

Replies: 10

Views: 2471

High level Poison or Poison/Hexes suggestion: Pox

There's been several mentions recently that poison could do with a high level spell to make it worth training beyond what's needed for Poison Arrow. Here's a suggestion that I think could work as a either a high level Poison Magic spell or maybe both Poison Magic and Hexes. Pox This spell induces vi...

Thursday, 29th March 2012, 16:31

Forum: Game Design Discussion

Topic: Monster AI (was: Dungeon Layout)

Replies: 17

Views: 3772

Re: Monster AI (was: Dungeon Layout)

People are reading too much into "AI". It doesn't mean the monsters will actually be made intelligent. It just means they are given more complex and interesting behaviours that make it harder (and therefore more tactically interesting) to apply simple rinse-and-repeat measures to deal wit...

Thursday, 29th March 2012, 15:12

Forum: Game Design Discussion

Topic: Dungeon Layout

Replies: 51

Views: 14234

Re: Dungeon Layout

I've recently played a few games of a locally modified version of crawl that roughly halves the depth of the dungeon and branches (except abyss, pan, hells, zigs and anything less than 3 levels deep). I balanced for XP in a crude way by just doubling it and did the same with piety. I'm only an inter...

Thursday, 22nd March 2012, 22:44

Forum: Game Design Discussion

Topic: [Suggestion] New race: Werebeast

Replies: 15

Views: 5090

Re: [Suggestion] New race: Werebeast

I think I muddied the waters by mentioning mutations. The idea was just to copy the idea that being a werewolf is a disease, rather than a species. Mutations are just the closest analogue in crawl. The reverting when starving is the weakest part of the idea flavour wise I'd agree. The transformation...

Thursday, 22nd March 2012, 21:08

Forum: Game Design Discussion

Topic: [Suggestion] New race: Werebeast

Replies: 15

Views: 5090

Re: [Suggestion] New race: Werebeast

Firstly, gaining any specific intrinsics from eating chunks is firmly on the developers' "will not do" list. It's actually just not very interesting in terms of gameplay and balance. Additionally, having it happen as a result of being attacked doesn't sound like much fun. That's a fair co...

Thursday, 22nd March 2012, 17:49

Forum: Game Design Discussion

Topic: [Suggestion] New race: Werebeast

Replies: 15

Views: 5090

Re: [Suggestion] New race: Werebeast

It would work nicely as a mutation gained by being attacked by or eating the chunks of a werewolf monster. Make the transformation work on a clock to simulate the full moon, after you've survived the transformation a few times make the transformation an ability. Once it becomes an ability it doesn't...

Thursday, 22nd March 2012, 09:30

Forum: Coding

Topic: Dungeon Run

Replies: 8

Views: 3223

Re: Dungeon Run

I think I've got this to a state where it's worth other people playing it now. Where do I go from here? The changes are: - New game type, Dungeon Run, haven't done an icon for the main menu in tiles mode yet though. - The idea is to make the game shorter but to otherwise keep it as challenging. - Ro...

Tuesday, 13th March 2012, 09:37

Forum: Coding

Topic: Dungeon Run

Replies: 8

Views: 3223

Re: Dungeon Run

Well I think I've got all the map, branch and XP stuff sorted, the runes appear where they should and so on. It's now technically winnable. However I can't get off the first floor due to orcs :^) You were right about the OOD code, I'm finding it difficult to understand some of the logic in there. Th...

Friday, 9th March 2012, 15:23

Forum: Coding

Topic: Dungeon Run

Replies: 8

Views: 3223

Re: Dungeon Run

Thanks for the reply. - While I've currently hardcoded the divider it's all hidden behind a branch_depth_data_by_gametype(game_type, branch_type) function I've put in branch.(h|cc). I was going to go with 'floating point divide by 2 and round up' but that meant that Orc was 2 levels which seemed too...

Friday, 9th March 2012, 11:05

Forum: Coding

Topic: Dungeon Run

Replies: 8

Views: 3223

Dungeon Run

I'm not an official dev and the following is just a personal experiment. I've recently started trying to add a new game type called Dungeon Run. The idea is roughly halve the number of levels but unlike Dungeon Sprint keep the game otherwise intact, so the branches and runes are still there and so o...

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