Halls Hopper
Posts: 85
Joined: Friday, 22nd March 2019, 16:06
Location: Right behind you
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Halls Hopper
Posts: 85
Joined: Friday, 22nd March 2019, 16:06
Location: Right behind you
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Dungeon Master
Posts: 388
Joined: Monday, 18th August 2014, 20:04
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Halls Hopper
Posts: 85
Joined: Friday, 22nd March 2019, 16:06
Location: Right behind you
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
MisterPersonMan wrote:Really, I was just curious. If I were to design anything related to branches, my main interest would be to create more portal vaults for the early game (which I usually find very boring) to add flavour and variety.
Sadly, despite my love of design, I don't know the first thing about coding, and the resources at my disposal are very limited. I see no way I could create a fork in the near future.
I may as well keep designing small things and submitting my ideas, because that's something I feel like I can actually do. For instance, my unrand suggestion is getting a lot more attention than I thought it would - even though the current proposal is a completely different weapon than my original idea.
Of course, I prefer large amounts of variety and flavour to the extremely streamlined experience so many people want crawl to be, and that might hurt my chances of getting anything in... But it never hurts to try. Thanks for the feedback, by the way.
Vaults Vanquisher
Posts: 454
Joined: Thursday, 1st November 2018, 02:33
Dungeon Master
Posts: 388
Joined: Monday, 18th August 2014, 20:04
MisterPersonMan wrote:Really, I was just curious. If I were to design anything related to branches, my main interest would be to create more portal vaults for the early game (which I usually find very boring) to add flavour and variety.
Sadly, despite my love of design, I don't know the first thing about coding, and the resources at my disposal are very limited. I see no way I could create a fork in the near future.
Halls Hopper
Posts: 85
Joined: Friday, 22nd March 2019, 16:06
Location: Right behind you
advil wrote:MisterPersonMan wrote:Really, I was just curious. If I were to design anything related to branches, my main interest would be to create more portal vaults for the early game (which I usually find very boring) to add flavour and variety.
Sadly, despite my love of design, I don't know the first thing about coding, and the resources at my disposal are very limited. I see no way I could create a fork in the near future.
Ok, that's actually pretty helpful for further answering your question. The easiest way to dip your toe in then is probably to try designing some maps for one of the early game portal branches. Coordinating with the devteam members (not me) who do vault design is still probably something you want to do along the way, but this is a kind of contribution that doesn't require any coding experience (though lua enables fancier things) and has pretty good documentation. There's a ton of existing examples here.
If you are completely new to level design for a game like this, it might be best to start with something even simpler (since portal vaults I think are all whole-floor maps) and try something like an arrival vault. Examples, and some specific documentation.
Halls Hopper
Posts: 60
Joined: Saturday, 2nd September 2017, 16:41
Sprucery wrote:Could it be possible to create a new branch with existing monsters?
Slime Squisher
Posts: 368
Joined: Thursday, 11th April 2013, 21:07
HawkI wrote:When I first beat the Pandemonium Branch, I realized immediately how special that was. The entire experience is practically the same as World of Warcraft's online team raid.
Zot Zealot
Posts: 982
Joined: Monday, 29th September 2014, 09:04
Halls Hopper
Posts: 60
Joined: Saturday, 2nd September 2017, 16:41
Blades Runner
Posts: 616
Joined: Thursday, 25th October 2012, 03:19
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
HawkI wrote:So for a new branch I have an idea based on the quote above, League of Legend's esque Rune Branch. There are so many statues in Dungeon Crawl. It would be great to fight along side three randomly generated Strong monsters as allies. Working together to take down the statue on the other side. Whilst all the while defending your own against their heroes and minions. The rune could be under their statue.
Halls Hopper
Posts: 60
Joined: Saturday, 2nd September 2017, 16:41
tasonir wrote:If you're interested in radical redesigns of crawl mechanics (which this is) then I'd definitely check out Zot Defense.
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Return to Game Design Discussion
Users browsing this forum: No registered users and 65 guests