Search found 115 matches

Wednesday, 29th February 2012, 11:02

Forum: Crazy Yiuf's Corner

Topic: I think I found something worth checking out today.

Replies: 571

Views: 157784

Re: I think I found something worth checking out today.

Nice thread! Here's a two-player game my friend made and I've been playing with him:

http://www.youtube.com/watch?v=OucJCRHbHDk

It's pretty tactical. If you have a friend to play this with on the same PC, go for it.

Cool to see all the Star Control love here.

--Eino

Wednesday, 29th February 2012, 10:17

Forum: Contributions

Topic: flora variety

Replies: 20

Views: 7161

Re: flora variety

The plant variation tiles look very nice. Thanks for providing the screenshots too, seems like they fit in well. The new flytrap tiles look much better, they look like they fit in with the rest of the Crawl tiles too.

--Eino

Wednesday, 15th February 2012, 12:47

Forum: Game Design Discussion

Topic: Developer Wiki Cleanup... COMPLETED!

Replies: 42

Views: 12411

Re: Developer Wiki Cleanup... COMPLETED!

Blogged!

I don't have the time to check the changes more thoroughly, but what I've seen looks like a huge improvement (global implementables list - wow!). Great jeorb and many thanks!

--Eino

Friday, 11th November 2011, 20:35

Forum: Crazy Yiuf's Corner

Topic: Why rename Kenku to Tengu?

Replies: 43

Views: 15981

Re: Why rename Kenku to Tengu?

So, any news about merging the leaderboards? Was this even considered? Has anyone mentioned this to people in charge of them? I sure haven't! :D (I'm not even 100% sure which leaderboards we are talking about) In this case, "tries" means "gives lip service to when it suits what the p...

Monday, 7th November 2011, 13:19

Forum: Contributions

Topic: Forge Dwarf Upload

Replies: 60

Views: 16738

Re: Forge Dwarf Upload

Looks like your git branch does not in fact have the changes. You need to commit the changes with "git commit -a" (which commits all the changes and asks you for the commit message). Then do "git push" to push it to gitorious.

--Eino

Monday, 7th November 2011, 12:43

Forum: Crazy Yiuf's Corner

Topic: Why rename Kenku to Tengu?

Replies: 43

Views: 15981

Re: Why rename Kenku to Tengu?

Roderic wrote:Crawl tries to be as faithful as possible to standard myths and legends, and should shun any modern game concept in case that a previous similar idea exists .


Well, Stone Soup tries at least. Linley was pretty happy to take a lot of stuff from D&D direct.

--Eino

Monday, 7th November 2011, 12:38

Forum: Coding

Topic: Tips on how to fork and put MD back in?

Replies: 9

Views: 3799

Re: Tips on how to fork and put MD back in?

You need to also revert parts of 5955a17, which removes GENPC_DWARVEN and GENPC_OGRISH, and replaces them with just checking for species (since in master, there's only one of dwarven and ogrish species each). Here's an alternative method that employs git (version control). I'm by no means a git expe...

Monday, 7th November 2011, 07:35

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16264

Re: Elemental Magic Schools Differentiation

Efreets are actually demonic, but air elementals and golems would be a nice addition for them, that's true! I guess you could use Summon Elemental now too if you were an EE of TSO or something, heh. I've never cast it myself..

--Eino

Monday, 7th November 2011, 07:28

Forum: Game Design Discussion

Topic: Curare and the breath timer

Replies: 4

Views: 1425

Re: Curare and the breath timer

Sounds good to me, very natural idea. You're probably right it wouldn't affect gameplay that much though. edit: I remember another suggestion from before: short-timed single-target silence effect on (appropriate) curare'd targets. Probably would be too powerful for player characters though.. but wou...

Monday, 7th November 2011, 07:21

Forum: Crazy Yiuf's Corner

Topic: I'm Married!

Replies: 34

Views: 8754

Re: I'm Married!

Many congratulations! (insert joke about Okawaru wedding gifts)

--Eino

Monday, 7th November 2011, 07:17

Forum: Crazy Yiuf's Corner

Topic: Why rename Kenku to Tengu?

Replies: 43

Views: 15981

Re: Why rename Kenku to Tengu?

In Crawl, the only big change that has been made to Tengus is that they do not have wings anymore (which is good, since this always interfered with the armour wearing capability of Kenkus). That was actually just a bug fix considering monsters and player ghosts (they're supposed to be wingless, for...

Monday, 7th November 2011, 07:06

Forum: Crazy Yiuf's Corner

Topic: The Binding of Isaac

Replies: 5

Views: 2024

Re: The Binding of Isaac

It's available in the Humble Voxatron Debut (from Humble Bundle) as a bonus game, if you pay more than the current average ($5.04 as we speak). I was really happy to see the game appear in there, as I was interested in getting it and I tend to get the Humble Bundle deals. The deal has a week left, a...

Sunday, 6th November 2011, 11:52

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16264

Re: Elemental Magic Schools Differentiation

Being able to fire through air elementals and them charging up sounds good, nice synergy! Summons & good gods is a long-term plan that has been worked on bit by bit. For instance, Hydra and Dragon summons were added precisely as high-end spells that good gods could use. Ely only gives a piety hi...

Friday, 4th November 2011, 08:03

Forum: Game Design Discussion

Topic: Elemental Magic Schools Differentiation

Replies: 52

Views: 16264

Re: Elemental Magic Schools Differentiation

I read through the page once so far, it has a lot of good thought in it. The few points I didn't like was nerfing Summon Ice Beast to one beast at the time, and (to lesser extent) changing Conjure Ball Lightning to Summoning. The former is an important spell for summoners that follow good gods (alth...

Tuesday, 1st November 2011, 22:02

Forum: Game Design Discussion

Topic: Berserkitis suggestion

Replies: 15

Views: 4111

Re: Berserkitis suggestion

Both ideas, berserk from damage input and "starting to get angry" warnings sound interesting to me. I, too, don't like how the mutation doesn't really matter for (pure) casters. The first idea would make it matter, but in a hopefully interesting way that would change the way you play. The ...

Monday, 31st October 2011, 16:57

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 14551

Re: Proposed L1/2 transformation: Aspect of Demon

cjo, thanks for the feedback. I haven't played the new Transmuters yet. But I'm happy to hear Sticks to Snakes getting more use - I think it's a great spell (both in usefulness and flavour-wise). Choosing what to cast on from inventory doesn't sound bad to me. How do you find Stalkers? They have FD ...

Monday, 31st October 2011, 16:33

Forum: Game Design Discussion

Topic: Curses

Replies: 23

Views: 6682

Re: Curses

The stag idea sounds certain kinds of awesome. I think the flavour is terrific. The image of evil characters killing holy creatures for rewards (additional to XP/piety of course) is exciting. If the rewards were high enough, it might be an interesting choice for good-god worshipers. The thing that d...

Sunday, 23rd October 2011, 12:31

Forum: Contributions

Topic: New slime wall tiles?

Replies: 10

Views: 2774

Re: New slime wall tiles?

Looks promising! Slime getting its own wall tiles (properly different, not just recoloured) would be very nice. One vague comment - since the walls burn you when you're next to them, it'd be cool if the walls looked damaging or dangerous. How to achieve that, I don't know, but perhaps this gives you...

Sunday, 23rd October 2011, 12:13

Forum: Contributions

Topic: Replace Generic Runes

Replies: 4

Views: 2074

Re: Replace Generic Runes

dolphin, this is thinking ahead a bit, but I can imagine the golden head used as a future misc item tile. Can you edit the ankh symbol out and submit it on Mantis (or just attach it here)? I'll put it in the UNUSED folder.

--Eino

Saturday, 15th October 2011, 22:46

Forum: Game Design Discussion

Topic: UnIDs Enhancers spoiled by spell power display

Replies: 4

Views: 1515

Re: UnIDs Enhancers spoiled by spell power display

The rings now auto-id on equip.

--Eino

Saturday, 26th March 2011, 18:29

Forum: Contributions

Topic: Spiders!

Replies: 7

Views: 2595

Re: Spiders!

I gave giant mites, giant cockroaches and giant geckoes wall-clinging. Basing a sewer map around these monsters (with perhaps a spider "boss" (a normal spider or perhaps a tarntella)) would be doable.

--Eino

Saturday, 26th March 2011, 18:05

Forum: Game Design Discussion

Topic: Portal Short Timer Announcements

Replies: 21

Views: 5765

Re: Portal Short Timer Announcements

I thought that the short timer starts when you see any tile from the entry vault, but it turns out this was a hallucination; it only starts when you see the portal itself. I modified the wiki page in question.. https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:portal_vaults&#timers...

Thursday, 3rd March 2011, 18:58

Forum: Game Design Discussion

Topic: Radical Ogre Proposal

Replies: 91

Views: 26508

Re: Radical Ogre Proposal

Going against expectations (esp. new players') is a very good point. It is... as long as the player finds it to be cool and fun. :) Trying a race which is normally big, bad, and mean but finding it to be rather crappy instead... now that's not really cool. :) I meant to say it was a good point to b...

Thursday, 3rd March 2011, 18:55

Forum: Game Design Discussion

Topic: Portal Short Timer Announcements

Replies: 21

Views: 5765

Re: Portal Short Timer Announcements

I've had this in mind for a while (but probably didn't write it down in the wiki). I'll try to review the portal timers before 0.8 and see if I can add such messages. Thanks for the message suggestions, keep them coming, there's at least Wizlabs still without suggestions.

--Eino

Thursday, 3rd March 2011, 18:31

Forum: Contributions

Topic: Feedback requested : vaults

Replies: 5

Views: 1866

Re: Feedback requested : vaults

I liked the look of these too. I'm seconding everything minmay said. I also thought they had an unique look which I haven't seen yet before in vaults. If/once you're finished, please post them in the Mantis tracker & they'll get added to the game!

--Eino

Monday, 28th February 2011, 07:29

Forum: Game Design Discussion

Topic: Prompt before teleporting on no-cTele level

Replies: 12

Views: 2892

Re: Prompt before teleporting on no-cTele level

How about a -TELE status light? I think I put that up in the wiki too.

--Eino

Monday, 28th February 2011, 07:10

Forum: Game Design Discussion

Topic: Animal skins?

Replies: 3

Views: 1099

Re: Animal skins?

I guess one thing that's good about them is that they're there so that Berserkers can start with them instead of robes. I don't really like all the armour pieces that are functionally identical myself..

--Eino

Monday, 28th February 2011, 07:01

Forum: Game Design Discussion

Topic: Radical Ogre Proposal

Replies: 91

Views: 26508

Re: Radical Ogre Proposal

Going against expectations (esp. new players') is a very good point. The "more HP from Fighting" idea sounds good to me (not sure if it fixes much tho). It's also touching how many people are so fond of the current Ogres. :)

--Eino

Monday, 28th February 2011, 05:34

Forum: Bulletin Board

Topic: Press release

Replies: 3

Views: 3774

Re: Press release

Please also add any mentions you have found. If you don't know your way about editing wikis, you can also post links here and I'll add them.

--Eino

Thursday, 17th February 2011, 15:13

Forum: Game Design Discussion

Topic: Crawl's midgame is too long!

Replies: 24

Views: 7865

Re: Crawl's midgame is too long!

Very nice thread. I agree with midgame being too long, and that the optimal strategy of sparing the branch ends until you've grinded enough regular levels should be gotten rid of. Cutting floors without compensation feels like a good idea to me - you'll eventually need to go to a challenging place. ...

Tuesday, 15th February 2011, 10:49

Forum: Game Design Discussion

Topic: Ghosts and graves

Replies: 20

Views: 4448

Re: Ghosts and graves

I believe this goes to the "often suggested, but won't be done" category.

Flavourful graves could be cool.

--Eino

Wednesday, 26th January 2011, 20:09

Forum: Contributions

Topic: Round robin Sprint map

Replies: 6

Views: 2061

Re: Round robin Sprint map

What a great idea. I haven't played Sprint much, but I guess the point is not to try and make an excellent map in one go, but just have some fun. So I continue with the following: NAME: dungeon_sprint_robin TAGS: sprint no_item_gen no_trap_gen no_monster_gen no_pool_fixup no_rotate no_hmirror no_vmi...

Wednesday, 26th January 2011, 20:04

Forum: Contributions

Topic: Unpolished tiles

Replies: 4

Views: 1937

Re: Unpolished tiles

I'm kind of with danr. I'm not great with graphics, but I'll try to come up with feedback anyway. I can't really suggest tips or anything since I've made so few tiles. Hopefully co, coolio and other tile contributors speak up too. First off the look of these is less "pixelwork", which I li...

Saturday, 22nd January 2011, 15:00

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21515

Re: Martial Manuvers, Stances and Special Attacks.

Um, that was not an example of a passive ability, but an example of an activatable ability with positioning considerations.

--Eino

Saturday, 22nd January 2011, 13:31

Forum: Game Design Discussion

Topic: Early-game adjustments

Replies: 30

Views: 8513

Re: Early-game adjustments

A pile of stones would suffice. But I think you could just throw all of them for all of your encounters until you hit XL2, I don't think it'd create a choice unfortunately.

--Eino

Saturday, 22nd January 2011, 13:15

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21515

Re: Martial Manuvers, Stances and Special Attacks.

You can target them in the cardinal directions, up, down, left right, so that move could be: ....... ....... ....... ....... ..xxx.. ....... ....... ....... ....... ....... .x..... .....x. ...@... ...@... .x.@... ...@.x. ....... ....... .x..... .....x. ....... ..xxx.. ....... ....... ....... ..........

Saturday, 22nd January 2011, 12:58

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21515

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: @ =...

Friday, 21st January 2011, 19:17

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21515

Re: Martial Manuvers, Stances and Special Attacks.

First off, I really like this thread. There are a lot of differing opinions, but the discussion is quite civil. I love reading stuff like this. Like I said, I prefer the passive abilities. I like that it is ambitious to try to introduce meaningful moves in such a way. It's not seen often at least in...

Thursday, 20th January 2011, 20:08

Forum: Game Design Discussion

Topic: Proposal for a new race

Replies: 37

Views: 8394

Re: Proposal for a new race

How about only healing when you explore? (your roots have already drained all the nutrition from the levels you've seen)

--Eino

Thursday, 20th January 2011, 10:54

Forum: Game Design Discussion

Topic: Martial Manuvers, Stances and Special Attacks.

Replies: 92

Views: 21515

Re: Martial Manuvers, Stances and Special Attacks.

I don't like 'a'-activatable abilities for melee moves. Instead, the moves should trigger according to your positioning. Then the "button-pressing" to activate the move is actually done inside the game world. The "automatic" charge is my favourite. Another idea of such a move: ma...

Tuesday, 18th January 2011, 06:27

Forum: Game Design Discussion

Topic: Hexes and Charms - Balance issue for Arcane Marksmen

Replies: 38

Views: 9440

Re: Hexes and Charms - Balance issue for Arcane Marksmen

Swiftness (and Haste) are problematic on their own (kind of hard to get killed by melee if you have them), so cutting them from the book and doing the opposite (turret) sounds good. "Trance" is a good theme for the spell too! Also danr, not allowing the "Steady Hand" spell while ...

Tuesday, 18th January 2011, 06:19

Forum: Game Design Discussion

Topic: Proposal for a new race

Replies: 37

Views: 8394

Re: Proposal for a new race

minmay, that's a good point. I also see what szanth is saying but you could also say that if it's already a problem, there shouldn't be more of it. I don't think the idea is too bad to not include it, but if a better one comes up it should go in instead. Another way might be that the rooted/unrooted...

Tuesday, 18th January 2011, 06:04

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74266

Re: What in Crawl isn't fun?

Optional: we could make one Hive portal vault granted. This bit from the Hive proposal in the wiki suggests that multiple hive portal vaults could be spawned during a game. I like that idea very much. Also, we should spawn harder hive maps deeper down in the dungeon. Hardness could be increased wit...

Monday, 17th January 2011, 17:40

Forum: Game Design Discussion

Topic: Hexes and Charms - Balance issue for Arcane Marksmen

Replies: 38

Views: 9440

Re: Hexes and Charms - Balance issue for Arcane Marksmen

On reflection, I think the key thing with AMs, more fundamental than the hexes / charms issue, is the fact that they cannot afford to make their bow their main weapon right out of the gate. If they are designed to be hybrid melee / ranged fighters they should start with a melee weapon and skill as ...

Monday, 17th January 2011, 14:23

Forum: Game Design Discussion

Topic: What in Crawl isn't fun?

Replies: 245

Views: 74266

Re: What in Crawl isn't fun?

The timer mechanic has been changed (for the non-announced vaults): now there is a slow counter until you see the vault, then a fast one. There are no messages for all types of timed portal vaults because we don't want to turn all those levels into races for the portal. The non-announced vaults usu...

Monday, 17th January 2011, 13:50

Forum: Game Design Discussion

Topic: Proposal for a new race

Replies: 37

Views: 8394

Re: Proposal for a new race

I like co's movement idea. One problem: when resting, you become rooted, and if a monster that you'd like to run away from appears, you're a bit screwed. Now, this isn't a problem in itself, but you could tediously avoid this problem by "resting" via moving back and forth. One possible sol...

Monday, 17th January 2011, 13:46

Forum: Game Design Discussion

Topic: New branch idea: The Aviary

Replies: 9

Views: 2743

Re: New branch idea: The Aviary

I think the Aviary sounds like a good idea for an early portal vault.

--Eino

Monday, 17th January 2011, 13:42

Forum: Game Design Discussion

Topic: Hexes and Charms - Balance issue for Arcane Marksmen

Replies: 38

Views: 9440

Re: Hexes and Charms - Balance issue for Arcane Marksmen

I like the turret mode, phantasmal arrow and see invisible ideas for AM. Corona can be used against invisible foes, but if it gets replaced then See Invisible would fit in nicely. However, the ench-split is still a moving, changing thing. Today on ##crawl-dev kilobyte was considering making the bran...

Monday, 17th January 2011, 13:36

Forum: Game Design Discussion

Topic: Demigod, demonspawn, undead as subraces

Replies: 14

Views: 3881

Re: Demigod, demonspawn, undead as subraces

I've had this idea in my personal notes of ideas for Crawl since 2000.. and it took me years to realize how it's not really very good. ;) I also had construct races in there. Where you could choose if they were elven made, or dwarven made, or human made etc... dwarven iron golem! I think the right w...

Thursday, 13th January 2011, 18:39

Forum: Game Design Discussion

Topic: Things that should be more transparent

Replies: 48

Views: 15931

Re: Things that should be more transparent

It's an interface thing so it wouldn't require balancing etc, which takes time. If we got an outside patch, I'm pretty sure it could go in before 0.8 (hint hint). And one of the devs might decide to implement it as well, who knows. The "official wishlist" (i.e. release plan) is just a bit ...
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