Search found 163 matches

Monday, 31st December 2012, 15:45

Forum: Game Design Discussion

Topic: The Abyss: Inception

Replies: 64

Views: 17687

Re: The Abyss: Inception

Jabberwocky wrote:hydrataur


The hydrataur defends the stairs to Abyss:27. Good luck.

Monday, 31st December 2012, 05:03

Forum: Game Design Discussion

Topic: The Abyss: Inception

Replies: 64

Views: 17687

The Abyss: Inception

Inception has been merged into trunk and should be available on cszo and cdo. What's changed? ⋅ Five floors of the abyss, accessible via the abyssal stair. The rune appears between A:3 and A:5. Monsters spawn faster the deeper you go. ⋅ A zoo of abyss monsters: wretched stars, st...

Friday, 29th July 2011, 09:08

Forum: YASD! YAVP! and characters in progress too

Topic: YAVVSD -- Killed by Success

Replies: 4

Views: 1601

Re: YAVVSD -- Killed by Success

In labs, it pays even more to know where you can expect the minotaur to spawn. Pay attention to the wall around you - they change from rock to stone to metal the closer you are. If you are in a metal-wall area, be careful - the minotaur can be found behind every corner. Oh. I was fairly certain tha...

Friday, 29th July 2011, 08:12

Forum: YASD! YAVP! and characters in progress too

Topic: YAVVSD -- Killed by Success

Replies: 4

Views: 1601

YAVVSD -- Killed by Success

Dungeon Crawl Stone Soup version 0.9-b1-53-gaabae8d character file. 6608 bh the Thaumaturge (level 10, -6/48 HPs) Began as a Deep Elf Wizard on July 28, 2011. Was a High Priest of Sif Muna. Mangled by a minotaur ... wielding the +12,+6 whip of Success {drain} (27 damage) ... in a Labyrinth. The gam...

Wednesday, 20th July 2011, 22:16

Forum: Game Design Discussion

Topic: Terrain: Chasm

Replies: 17

Views: 4148

Re: Terrain: Chasm

galehar wrote:
Galefury wrote:Spike pits could be used in the dungeon instead of chasms.

Spike pit could make a fun a different mechanical trap. And it's such a classical.


I am implementing this.

Friday, 15th July 2011, 18:24

Forum: Game Design Discussion

Topic: Slime Pits

Replies: 4

Views: 1730

Re: Shmooing in Slime Pits

How would this work in regards to digging or shatter or LRD? What do you see occurring when a 'pre-budded' wall is destroyed? Cancelling the spawn seems like the most straight forward approach. Otherwise it could force the spawn to occur immediately, dumping an injured slime into the dungeon. I bel...

Wednesday, 13th July 2011, 22:41

Forum: Game Design Discussion

Topic: Slime Pits

Replies: 4

Views: 1730

Slime Pits

I'd like to propose spicing up Slime by changing how monsters spawn. Rather than placing slimes on the level, I believe it would be flavorful and tactically interesting if slimes budded out of the walls. Wall color can be used to indicate if a slime is going to bud. With some chance, the wall itself...

Thursday, 7th July 2011, 06:28

Forum: Game Design Discussion

Topic: The Abyss

Replies: 24

Views: 7214

Re: The Abyss

I believe everything was made right in the universe with regards to the hang. I've decreased the rate at which the minor noise octave transitions, which should eliminate most of the annoying thrashing. It also looks like kilobyte has merged my changes into trunk!

Wednesday, 6th July 2011, 07:19

Forum: Game Design Discussion

Topic: The Abyss

Replies: 24

Views: 7214

Re: The Abyss

I updated my branch last night. I think I've finished off the important bits, last thing I need to do is serialize the abyss state across saves. Here's to hoping it can make it into trunk ahead of the tournament. Features: ⋅ New Abyss terrain based on 2-octave Worley Noise. Look ma', no RN...

Sunday, 12th June 2011, 12:51

Forum: Game Design Discussion

Topic: Cthulhu fhtagn! - about octopodes' aptitudes -

Replies: 14

Views: 3431

Re: Cthulhu fhtagn! - about octopodes' aptitudes -

...and accurately predict football matches results This only appears to be the case, but it's actually a serious mistake in thinking that stems from multiple hypothesis testing. Imagine that we have 128 animals scattered around the world. For each football match, half of the animals predict 'home' ...

Sunday, 29th May 2011, 23:41

Forum: Game Design Discussion

Topic: The Abyss

Replies: 24

Views: 7214

Re: The Abyss

Galefury wrote:The totally random terrain is quite defining for the current abyss though, so keeping this at least for some areas might be nice.


I've implemented this.
For a "sensible default", between 1/6th and 1/8th of the Abyss is generated this way. We can tune it as appropriate. :mrgreen:

Sunday, 29th May 2011, 22:08

Forum: Game Design Discussion

Topic: The Abyss

Replies: 24

Views: 7214

Re: The Abyss

Sounds really cool, but I cant try it without compiling crawl, which means I wont. Damn my laziness. I run a server with my latest build: ssh://crawl:crawl@ch4n.org -- I'm not running GDL so it will only accept one player at a time. The level builder is presently bugged for Abyssal Knights, so eith...

Sunday, 29th May 2011, 10:29

Forum: Game Design Discussion

Topic: The Abyss

Replies: 24

Views: 7214

The Abyss

I'm cross-posting this from C-R-D, seeking additional feedback. The plan is to make the Abyss a more interesting place to visit. What would you like to see out of the Abyss? --- The biggest change I've made is to level generation. Current Abyss level generation works by creating a feature vector and...
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