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Messages - deadlycairn

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751
Other Games / Re: The Roguelike Development Megathread
« on: February 06, 2009, 07:08:47 pm »
Sowelu's right. Having a particular weapon (lets say a long sword), would train your blades skill, your large weapon skill, your sword skill and also your skill with that particular sword. Switch to, say, a small club, and all your training would be wasted. A battleaxe would get about half your bonuses, and a different long sword would get almost all your bonuses. You'd still be best however, with the long sword you'd been using for a while. (If anything ever sparks my brain into coding nirvana, I'm adding weapon damage/repair to encourage looking after your weapons even more. No more dipping your sword in unidentified substances!

752
Other Games / Re: The Roguelike Development Megathread
« on: February 06, 2009, 06:53:15 pm »
I'm a fan of 'personal weapon' skills in roguelikes. To discourage people swapping out their weapons whenever they find a slightly better one, have the player slowly get better with a weapon over time. Encourages the player to keep and look after his weapons - plus in my game, enchantments are harder to come by - you may be better off keeping your beginning weapon until you find something REALLY worth it.

753
Creative Projects / Re: Writing Workshop!
« on: February 06, 2009, 03:48:12 pm »
I don't think its 1673 words - I'm pretty sure there is a 40 thousand character limit.

754
Creative Projects / Re: Writing Workshop!
« on: February 05, 2009, 01:43:13 am »
I've put this off long enough! I'm writing now.

Oh, and it's a short story, the inspiration for which came from this very forum...

755
General Discussion / Re: Zombie preparedness
« on: February 05, 2009, 12:53:02 am »
@ GmcG

You do realise there was a topic on that 'Zombies ahead' thing right? With pictures and everything? :P

756
Other Games / Re: WURM Online
« on: February 05, 2009, 12:51:13 am »
... I did. It didn't work. That's why I came to you guys.

757
Other Games / Re: WURM Online
« on: February 04, 2009, 11:20:35 pm »
When I download I get an update failed message even though there's nothing to block it, and all the updates are in the folder.I also have the latest java version. Any ideas?

758
Creative Projects / Re: Writing Workshop!
« on: February 03, 2009, 10:11:33 pm »
Nice, but a bit hard to follow at the "One Month Later" part.

759
DF Community Games & Stories / Re: Nist Akath. Brethren of the Tundra
« on: February 03, 2009, 10:05:54 pm »
Who did Xotes belong to again?

760
Other Games / Re: WURM Online
« on: February 03, 2009, 10:04:50 pm »
I'd like to know the answer to Glacies' question as well, as I'm thinking of joining Wurm.

761
DF Community Games & Stories / Re: Nist Akath. Brethren of the Tundra
« on: February 03, 2009, 12:51:31 pm »
Now that you say it... I think I remember who it is. Kinda weird that the Captain's wife was never claimed by anybody (I think).

762
Creative Projects / Re: Writing Workshop!
« on: February 02, 2009, 10:16:35 pm »
You actually put Lovecraft references in there? I'm not crazy! :D

763
Other Games / Re: The Roguelike Development Megathread
« on: February 02, 2009, 10:15:39 pm »
To elaborate on what I was trying to say, when I said a knowledge system, I didn't mean game commands so much as game mechanics. If I ever manage to get my game working, a large part of it will be experimenting with substances to create poisons, potions, fuels and the like. Each game, the substances would be different, but after a while you'd be better at identifying them - maybe testing a small amount of a substance you found on a weapon to see if you get any poison bonuses.
Of course another way to get people's attention is achievements. I'd love to see a "Who can throw the Elf furthest" challenge when Fenrir's done his game.

764
Other Games / Re: The Roguelike Development Megathread
« on: February 02, 2009, 12:27:17 pm »
Maybe something less built into the game, like a knowledge system. First time you go into Dungeon Crawl, you know next to nothing about good combinations, good weapons, aptitudes, gods etc. Play through it enough and you begin to understand and use those parts of the game better (not really the best example, but oh well).

So all you need to do is introduce some aspect of the game not immediately known to the player for them to slowly discover - preferably something interesting/useful to keep them hooked. By the way, has anyone figured out what those doors do in Spelunky?

765
General Discussion / Re: Zombie preparedness
« on: February 02, 2009, 01:31:31 am »
Please elaborate. From what I've heard, the Director does a pretty good job of creating an atmosphere of horror.

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