Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Re: Spider branch
Also, this might just be me and my spectacularly deficient color vision, but the tiles for redback and trapdoor spiders look pretty similar to me.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Blade wrote:That "drag kicking and screaming" idea is actually quite interesting. What if there was a giant spider-type monster that had a "reverse trample" sort of mechanic, where they had a chance of pulling the player back a square?
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
mumra wrote:For some reason I'm reminded of Mortal Kombat ...
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
nicolae wrote:Spider branch makes me think of somebody getting dragged off into the darkness by a gigantic spider, clawing at the ground as littler spiders swarm all over them. But there isn't really a "drag kicking and screaming" mechanic in the game.
Also, this might just be me and my spectacularly deficient color vision, but the tiles for redback and trapdoor spiders look pretty similar to me.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
evilmike wrote:One is just a recolouring of the other, that's why. The colours actually are quite different (one is dark grey, one is green) but this won't help if you can't see colour well. Tiles for the branch are unfinished anyway (still need walls and floor, and new tiles for a few monsters).
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
minmay wrote:Maybe it was replaced with a mimic?
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Tartarus Sorceror
Posts: 1729
Joined: Wednesday, 19th October 2011, 21:25
Location: New England.
nicolae wrote:In other news, I cranked out an Arachne tile.
Shatari wrote:I traded a goat for a Nintendo DS XL, and a ton of games.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Jabberwocky wrote:nicolae wrote:In other news, I cranked out an Arachne tile.
Not bad, it looks nice. The torso doesn't feel properly proportioned though.
Dungeon Master
Posts: 332
Joined: Friday, 15th July 2011, 22:43
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
roctavian wrote:That's pretty awesome! I could tweak it to make the torso look longer if you're cool with that, I'm fast at this stuff.
Tartarus Sorceror
Posts: 1729
Joined: Wednesday, 19th October 2011, 21:25
Location: New England.
nicolae wrote:roctavian wrote:That's pretty awesome! I could tweak it to make the torso look longer if you're cool with that, I'm fast at this stuff.
There's a couple other little changes I was gonna make too, but thanks.
Edit: Okay, here's a new one, with a slightly bigger torso. I tried to make her robe thing look more like it was made of spider webs, but the technical limitations of pixel art (and the pixel artist) made it a little hard to get that across.
Shatari wrote:I traded a goat for a Nintendo DS XL, and a ton of games.
Dungeon Master
Posts: 332
Joined: Friday, 15th July 2011, 22:43
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Mines Malingerer
Posts: 42
Joined: Friday, 17th February 2012, 20:13
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
evilmike wrote:It works with any monster that has the "web sense" flag.
Snake Sneak
Posts: 103
Joined: Thursday, 21st July 2011, 15:27
############################
# Spider Rune Vault
#
NAME: guppyfry_spider_rune
PLACE: Spider:5
ORIENT: float
KITEM: O = gossamer rune of zot
MONS: moth of wrath, ghost moth
MONS: yellow wasp / red wasp
MONS: demonic crawler
MONS: tarantella / wolf spider / jumping spider / spiny worm / brain worm
MONS: trapdoor spider
MONS: orb spider
KFEAT: ^ = web
SUBST: - = ..wWW^
SHUFFLE: O12*
SHUFFLE: W.^
MAP
xxx^o.xxxxxxx-.xxxxxxx.o^xxx
xx...xxxxxxx-.--xxxxxxx...xx
x6Wxxxxxxxxx.oo-xxxxxxxxxW6x
x6.xxxxxxxxxx.-xxxxxxxxxx.6x
xW--xxxO45xx6--6xx541xxx--Wx
xx.--xxx55xxx.-xxx55xxx--.xx
xxxW--xoxWxx.---xxWxox--Wxxx
xxxx.--xx7xxx.-xxx.xx--.xxxx
xxxxxW--xWxx--.-xxWx--Wxxxxx
xxxx-.-xx^-x-xx.x-^xx-.-xxxx
xxx--.-x--.--55--.--x-.--xxx
xxx33333^.-.5445.-.^33333xxx
xxx--.-x--.--55--.--x-.--xxx
xxxx-.-xx^-x.xx-x-^xx-.-xxxx
xxxxxW--xWxx-.--xxWx--Wxxxxx
xxxx.--xx.xxx-.xxx7xx--.xxxx
xxxW--xoxWxx---.xxWxox--Wxxx
xx.--xxx55xxx-.xxx55xxx--.xx
xW--xxx*45xx6--6xx542xxx--Wx
x6.xxxxxxxxxx-.xxxxxxxxxx.6x
x6Wxxxxxxxxx-oo.xxxxxxxxxW6x
xx...xxxxxxx--.-xxxxxxx...xx
xxx^o.xxxxxxx.-xxxxxxx.o^xxx
ENDMAP
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Guppyfry wrote:I thought Nicolae's spider rune vault was pretty cool. Maybe a bit small, but I think that's fine, the deep water path with tarantellas and orb spiders felt intense enough. I'd take out the permarock just to make it play more randomly with the orb spiders blowing stuff up when they miss.
Spider Stomper
Posts: 218
Joined: Friday, 3rd June 2011, 09:57
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
thevogonpoet wrote:There were not as many spiders around in general as I feared there might be - could be more?
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
mumra wrote:Infinitum wrote:On the other hand having the spiders try and eat everything caught in webs and not only the player would be quite awesome. Would really capture that creepy crawly vibe.
This would be thematic, but summoners will manipulate the mechanic to distract spiders.
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
XuaXua wrote:mumra wrote:Infinitum wrote:On the other hand having the spiders try and eat everything caught in webs and not only the player would be quite awesome. Would really capture that creepy crawly vibe.
This would be thematic, but summoners will manipulate the mechanic to distract spiders.
Maybe not if it produced more spiders (or resulted in a more powerful spider).
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
nicolae wrote:roctavian wrote:That's pretty awesome! I could tweak it to make the torso look longer if you're cool with that, I'm fast at this stuff.
There's a couple other little changes I was gonna make too, but thanks.
Edit: Okay, here's a new one, with a slightly bigger torso. I tried to make her robe thing look more like it was made of spider webs, but the technical limitations of pixel art (and the pixel artist) made it a little hard to get that across.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
XuaXua wrote:Should have a set of six spider-boobs because that is always kinda gross.
Ziggurat Zagger
Posts: 2996
Joined: Tuesday, 28th June 2011, 20:41
Location: Berlin
This death - swarmed by insects - was very much in keeping with the theme and flavour of the branch. It was a result not of a single monster, but of the way in which a set of monsters worked together with a level layout to exploit a weakness in the player's ability. A design success.
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
cerebovssquire wrote:i was camping this thread for weeks waiting for an opportunity to make a smart-ass comment about arachnids not being insects
Blades Runner
Posts: 546
Joined: Monday, 20th December 2010, 14:25
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
smock wrote:Spider is very nice! It's a bit odd to have another poison-heavy branch.
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
mumra wrote:The logic for the webs is probabilistic, so they tend to collect in corners and next to other webs but they can appear anywhere. Otherwise, depending on geography, you could trivially avoid them all just by staying away from walls.
Currently the only monster that fires webs is Arachne. Personally I think it'd be good to have a standard spider that spits webs, and give Arachne a different unique ability.
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
mumra wrote:Currently the only monster that fires webs is Arachne.
Dungeon Master
Posts: 46
Joined: Sunday, 20th November 2011, 01:52
XuaXua wrote:mumra wrote:Currently the only monster that fires webs is Arachne.
What? I thought it was jumping spiders too.
nicolae wrote:Jumping spiders sometimes put a web on you when they pounce at you, which is kind of similar.
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
Abyss Ambulator
Posts: 1249
Joined: Sunday, 18th September 2011, 02:11
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
evilmike wrote:High AC is especially helpful, since (as you say) it allows you to autofight most stuff. Orb spiders help with this.
Abyss Ambulator
Posts: 1131
Joined: Tuesday, 4th January 2011, 15:03
evilmike wrote:As for sense invisible, jumping spiders have this, and demonic crawlers see invisible. Could possibly give it to another enemy, dunno which one though.
Pandemonium Purger
Posts: 1341
Joined: Monday, 24th October 2011, 06:13
Dungeon Master
Posts: 553
Joined: Wednesday, 22nd December 2010, 10:12
Ziggurat Zagger
Posts: 6393
Joined: Friday, 17th December 2010, 18:17
Vestibule Violator
Posts: 1459
Joined: Sunday, 19th December 2010, 05:45
Location: New England
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
mageykun wrote:It's getting off topic, but if we want to consider more things that mess with geography, I'd suggest a unique with LRD. That'll keep you out of corridors, and mess up any choke point you try to defend!
Return to Game Design Discussion
Users browsing this forum: No registered users and 76 guests