Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Bim wrote:Well obviously it's very different, I just meant things like the new skill system and octopodes are the big things for 0.9, and I just wondered if there were any other big changes coming along. Interesting to think that crawl may one day have 27 gods, thats a lot of choice!
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Vestibule Violator
Posts: 1593
Joined: Thursday, 19th May 2011, 16:38
Location: Penza, Russia
dpeg wrote:Implementables: http://tinyurl.com/6e5lq72
Not being able to code is no good excuse, for then you could draw tiles, create vaults or write speech
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
MyOtheHedgeFox wrote:This question surely is stupid, but do you review the added descriptions and displayed lines?
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
MyOtheHedgeFox wrote:Not being a native English speaker (or just using prepositions in a weird way) really is a downside here, for I want to add some speech lines, book descriptions and some other things, but am afraid to screw the gamestyle up.
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Grimm wrote:If the devs think the time is right I can post my plan and get the ball rolling.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Return to Game Design Discussion
Users browsing this forum: No registered users and 25 guests