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FredMSloniker posted:So I got Duskers and played around with it a bit. I like that the story progress persists across resets. I don't like that I just spent an hour searching a derelict with lots and lots and lots of rooms, carefully maneuvering to space, destroy, and/or avoid any aliens I could, then got ambushed by alien out of nowhere on my way back to the ship and lost all my drones. I'm going to sit down with the manual, but just in case, can someone throw together/point me to a 'so you just started playing Duskers' FAQ that might explain where I went wrong? Which enemy type ambushed your drones? If it was a nano swarm, I think they can spawn from rooms with air vents even if you've already eliminated the ones that start on the ship, and if it was the slime/grey goo, you can stop it temporarily but it can move through doors (and walls?) if you don't eradicate it completely. Those are really the only ones I can think of that might be an issue on a ship you believe you already cleared. Also, that actually sounds like a typical session for me Bruteman fucked around with this message at 15:38 on Jul 6, 2016 |
# ? Jul 6, 2016 15:34 |
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# ? Apr 25, 2024 07:07 |
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Re Duskers guy The bug swarms can only ambush you from rooms with vents. Once the slime starts spawning, they can come out of pretty much nowhere, so the best thing you can do once you start seeing them is to navigate a drone through a route manually to make sure it's safe and make a habit of tabbing back to your generator drone(s) every so often to make sure there isn't any creeping up on you. Slime moves very slowly, but it doesn't trigger motion sensors. Just be careful about clearing out routes when you're trying to move a bunch of drones at once. Slime is the big reason I never ever use auto navigate to enter unexplored rooms no matter how small they are. For the bees, though, the biggest thing is to close off rooms with vents and don't camp drones in rooms with one period if you can at all help it. If you absolutely have to camp out in a room with a vent when you haven't been able to confirm if bees are on a ship or not yet (generally by the number of infestation types in a ship description and what you've already seen -- if infestation types is listed as "??" assume there is ALWAYS a possibility), only put one drone in there at a time and consider ignoring that room entirely. It's almost never worth the risk even if it means dumping and running on a wreck very early. Toadsmash fucked around with this message at 15:54 on Jul 6, 2016 |
# ? Jul 6, 2016 15:48 |
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Tollymain posted:i find that i don't play the "mash my face against every wall" game in roguelikes nearly as much as i do in non-procedurally generated games because if that knowledge of where the secret's hiding isn't going to help future games the reward:effort ratio goes way the gently caress down How many times do you replay the average non-procedural game?
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# ? Jul 6, 2016 16:21 |
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TooMuchAbstraction posted:You might look into how Teleglitch handles crafting. Basically you select an item, and it'll tell you all the recipes you can make with the item. Select a recipe, it'll highlight the other items used in it; click and bam, you have the new item. Dredmor has a bunch of problems with crafting, and the UI is only part of it; off the top of my head, I can think of: - the UI is kind of awkward - the UI is really awkward for crafts with lots of intermediate steps, which is most high-level crafts - whether you can actually make things or not is totally random for most items, since it depends on blueprints; having the skill and the materials does nothing if you don't ever find the blueprint - crafting materials take up a lot of room in the inventory - lots of equipment is also used as inputs to crafting, taking up even more room in the inventory and encouraging you to pick up every random piece of crap in the dungeon Fixing the inventory UI addresses some of this, and the "first draft" will probably just be an exact recreation of the Dredmor crafting system. But longer term I'd like to try to overhaul it into something more interesting. I wrote a lot about possible plans for changing the crafting system, and there was some discussion downthread of that kicking around various ideas. I think my current favourite idea for a crafting redesign is to make a dramatic game-changer like Vampirism or Killer Vegan; blueprints would no longer be mandatory, but only crafting materials or artifacts would drop; you'd be limited to what you can craft + quest/zoo rewards.
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# ? Jul 6, 2016 17:37 |
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Played WASTED some more yesterday, here's my opinions thus far: -Love the parody aspects of everything, it all fits extremely well. It took me say too long to catch onto SoB = BoS though. -Gameplay is solid. Could be better, but is pretty far ahead of Fallout 3/4 in terms of responsiveness and streamlining though (the inventory limit being slots instead of weight is also very good). -The level gen starts out strong, but becomes extremely disappointing after a couple runs. Sure, each set of 3 levels has a unique layout in terms of room variety, but you have most likely seen every unique room for a layout after two levels, much less every repeat visit to those levels upon death/new Cooler run. Additionally, the mechanic of Booze/Hangovers kicks you out and forces retreading through these samey levels constantly. Sometimes the rooms have guaranteed loot spots, which makes it more repetitious -Gun variety kind of stinks, since some weapons are almost always better than others due to the advantage of wanting either a weapon that staggers (Duzis outclass basically every normal pistol on damage and fire rate, and then are replaced by Ratatats or Greasers which do pretty much the same thing) or one hit kills. Melee also seems that way, with the exception of the baseball bat vs the crowbar and any other melee weapon. -The quests were amazing, but then dried up really quickly. They were good distractions for repeating the same content, but now the only thing on my quest log is to dive deeper (my current farthest is Administration 10 and out on Cooler 1, don't know how many other areas exist or if all the back story is just enemy fluff right now). Randomized quests, both in and outside of the Cooler, could do a lot to improve the variety. -I almost wish I could have an Ironman mode where I can drink a Booze per layout/section and continue diving instead of returning home after every drink. I feel like I have to choose between cool powers with repeated content, or no powers with new content. It's a fun little game, but it needs more variety to stay interesting, so hopefully it either gets new content patched in or the ability to mod in more room types.
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# ? Jul 6, 2016 20:39 |
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Can someone give me some advice on how to deal with that vampire wisp boss in Ignis Caverna? If I get up close, he murders me quickly; if I try ranged, he murders me slowly. And the only 'walkthroughs' I can find are YouTube videos, which I refuse to watch on the basic principle of 'I'll learn everything I don't want spoiled in five seconds and have to sit through two hours of Zany Internet Guy to find the cunningly hidden actually useful information'. I'd especially like advice for the Archer. E: It would help if my post said 'Sproggiwood' in it somewhere huh. FredMSloniker fucked around with this message at 21:55 on Jul 6, 2016 |
# ? Jul 6, 2016 21:49 |
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ToxicFrog posted:Dredmor has a bunch of problems with crafting, and the UI is only part of it; off the top of my head, I can think of: Haven't played Dredmore but from what I have played I'd like to bring up another point you could consider: minimal intermediate parts. In a lot of rogue-likes/lights that I have/currently play there's generally a four step process to crafting: Gather Raw Material -> Refine Material -> Make Parts -> Make Item. More and more often I find myself annoyed at the 'Make Parts' stage, especially if those parts have no use other than to be made into items. It's realistic but it's also extremely time consuming, which is a problem when one of the central points of the game is crafting cool stuff. Another realistic take that I like much better is something Wayward (survival roguelike on Steam) does. In order to make a stone axe, you need a sharp stone and a smooth stick. Both are easy to make from stones/sticks, but the Sharp Stone also serves as a similar tool to the axe (it is sharp, you can cut things with it,) and the smooth stick is still a stick and can do all of a normal stick's things so you're not making 'useless' parts. Also consider having items be deconstruct able, to solve the equipment point.
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# ? Jul 6, 2016 21:58 |
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i dont mind having the intermediate parts but i really wish more games would let me click on the 4 leather straps in the recipe and create them right there if i have the mats rather than going and finding the leather strap recipe, making 4 and then going back to what i wanted to make first.
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# ? Jul 6, 2016 22:22 |
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Dross posted:How many times do you replay the average non-procedural game? i play a looooot of dark souls and just picked up 2/sotfs on the steam sale
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# ? Jul 6, 2016 22:30 |
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EponymousMrYar posted:Haven't played Dredmore but from what I have played I'd like to bring up another point you could consider: minimal intermediate parts. As a roguelike player, agree with this on all points.
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# ? Jul 6, 2016 22:43 |
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ToxicFrog posted:So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items. Very cool. What exactly is "tty"? And since this is a Dredmore "demake" how did you get the opportunity to tinker with their code?
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# ? Jul 6, 2016 22:48 |
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Helical Nightmares posted:Armageddon Empires Wish cryptic comet would sell their games on steam or some other platform. They are really cool games, but their publishing and pricing method is stuck at 'indie dev from the early 2000s'.
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# ? Jul 6, 2016 23:01 |
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Helical Nightmares posted:Very cool. tty is a shorthand/nickname for "terminal emulator" these days (especially in *nix land where they often were evolved from real teletypes or compatible with them): https://en.wikipedia.org/wiki/Terminal_emulator
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# ? Jul 6, 2016 23:03 |
TooMuchAbstraction posted:You might look into how Teleglitch handles crafting. Basically you select an item, and it'll tell you all the recipes you can make with the item. Select a recipe, it'll highlight the other items used in it; click and bam, you have the new item. Teleglitch's inventory and crafting systems are minimalistic masterpieces, imo. I would love more games to take influence from that.
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# ? Jul 6, 2016 23:08 |
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Helical Nightmares posted:What exactly is "tty"? And since this is a Dredmore "demake" how did you get the opportunity to tinker with their code? tty basically means that you can run it in a terminal, like the roguelikes of old. Among other things, this means you're limited to text characters (no tile graphics), no sound, and you can play the game over an SSH (remote login) session. That last item is the big selling point for tty-based roguelikes, really. Also, ToxicFrog doesn't have the code, they're just remaking the game from scratch, more or less. You'd still need the Dredmor XML files (which contain all the item/enemy definitions) to play ttymor, though.
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# ? Jul 6, 2016 23:18 |
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Empyrion handles crafting sort of oddly. It makes you craft all the components, and the components of the components, and the components of the components of the components, and just when you can't take this any longer (if you know what you're doing), you get the necessary equipment to make a crafting station that will automate building subcomponents on an as-needed basis (which means you can shovel in any combination of raw materials and intermediary steps and have it use them intelligently). Personally, I'd rather the improved crafting station was improved in a way other than 'eliminates needless tedium', but I was nonetheless reminded of it by crafting chat.
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# ? Jul 7, 2016 01:11 |
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EponymousMrYar posted:Haven't played Dredmore but from what I have played I'd like to bring up another point you could consider: minimal intermediate parts. I figure there's no point to the intermediary stages except as some sort of time sink, so what I'm working on (Cold-Tek) it goes directly from Raw Material -> Make Item. The player can assume their character does all the steps in between automatically and they don't have to sit there clicking or waiting for 100 iron ingots or whatever to process. Personally I don't have the patience for that kind of stuff (tons of intermediary step and annoying recipes) unless it's an MMO and there's no alternative to crafting. Mercury_Storm fucked around with this message at 01:47 on Jul 7, 2016 |
# ? Jul 7, 2016 01:30 |
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FredMSloniker posted:Empyrion handles crafting sort of oddly. Empyrion is a game I really like and while it's not quite that bad but yeah, broken down it's stages are Raw -> Refined -> Simple Components -> Complex Components -> Item with the components being a major time sink. It's perfectly logical but it's still grating on the nerves.
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# ? Jul 7, 2016 02:09 |
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EponymousMrYar posted:Haven't played Dredmore but from what I have played I'd like to bring up another point you could consider: minimal intermediate parts. Yeah, Dredmor has a lot of intermediate crafting like this, both in the form of busywork intermediate crafts (e.g. {copper,tin} ore -> {copper,tin} ingots -> bronze ingots -> slotted bronze discs -> Clockwork Piezoblade; everything in that chain up to the Piezoblade is useful only as a crafting input) and in the form of crafting recipes that take existing equipment as input (e.g. steel ingots -> steel shortsword -> steel longsword -> triple razor sword). At minimum the new crafting UI will need to automatically craft all of those intermediate steps for you, because gently caress doing that by hand. (Eliminating the intermediate steps entirely is possible, but also has balance implications around e.g. loot generation, so is something I'd approach more cautiously.) (According to nvining, the dredmor crafting system was originally added as a joke, riffing on the awkward and overly complicated crafting systems present in other games. At some point it turned into an actual part of gameplay, but stayed awkward and overly complicated.) quote:Also consider having items be deconstruct able, to solve the equipment point. If I'm making dramatic changes to crafting gameplay like that, I think I'm more likely to go all the way and go with the "equipment never drops at all, only its equivalent amount of crafting materials" idea discussed earlier for characters who have taken crafting skills. Helical Nightmares posted:What exactly is "tty"? I also have plans for a non-tty mode, using the love2d game framework -- that's pretty much a necessity if I want windows support, since windows doesn't come with a useful terminal emulator out of the box -- but working on it hasn't been a priority yet. quote:And since this is a Dredmore "demake" how did you get the opportunity to tinker with their code? That said, all the item/room/spell/enemy definitions in Dredmor are stored in XML files that anyone can read. TTYmor loads these on startup rather than trying to re-create the data. (And yes, this means you need a Dungeons of Dredmor install for TTYmor to function at all, although in theory someone could write cleanroom replacements for the XML files a la FreeDOOM -- at that point it becomes a "dredmor-alike" game engine running with different game data.)
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# ? Jul 7, 2016 02:11 |
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Helical Nightmares posted:Armageddon Empires I am very, very saddened that he didn't keep doing computer board games. Solium Infernum, some exploits notwithstanding, is amazing beyond belief.
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# ? Jul 7, 2016 02:17 |
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I dumped 500 Lutefisk in Dredmor (said that the thread seems to have died, RIP) and the statue gave me a loving Gnomish Cap. I was wearing a Crown of Yellow that was infinitely better. gently caress. I don't want to do that ever again now.
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# ? Jul 7, 2016 04:54 |
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Would it help at all to be able to cram ingredients into a partial recipe? Get the crap out of your inventory, until you have enough for the final product. Maybe even have an option to automatically put new pickups into the recipe you're working on, so you don't have to think about it.
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# ? Jul 7, 2016 05:00 |
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FredMSloniker posted:Can someone give me some advice on how to deal with that vampire wisp boss in Ignis Caverna? If I get up close, he murders me quickly; if I try ranged, he murders me slowly. And the only 'walkthroughs' I can find are YouTube videos, which I refuse to watch on the basic principle of 'I'll learn everything I don't want spoiled in five seconds and have to sit through two hours of Zany Internet Guy to find the cunningly hidden actually useful information'. I'd especially like advice for the Archer. With the archer, I just blasted it repeatedly with the level 3 Shoot Arrow - possibly found a potion of stamina? Beating him with the vampire seemed impossible (and I'm only on Normal!) until I thought of spawning ghosts and using Enthrall to regenerate HP endlessly while meleeing it.
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# ? Jul 7, 2016 05:29 |
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I managed to beat the vampire by gearing for a damage race instead of mob control. It was just a matter of getting to it without anything getting too crazy on the way there. Thanks for tips I might be able to use later!
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# ? Jul 7, 2016 06:21 |
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Another Sproggiwood question - is the wizard intended to be "wizard mode"? The missile/yeti can kill things awfully quickly, and level 2 teleport is essentially invincibility + infinite experience (the decoys give you stamina + exp when enemies kill them, and the spell doesn't even take time).
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# ? Jul 7, 2016 08:17 |
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Just heard about this game today, and it's 14 days into the KS. Action roguelike. Look at all this foom! https://www.kickstarter.com/projects/contingent99/wizard-of-legend Demo available too: https://contingent99.itch.io/wizard-of-legend-kickstarter-demo
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# ? Jul 7, 2016 12:32 |
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Artificer posted:I dumped 500 Lutefisk in Dredmor (said that the thread seems to have died, RIP) and the statue gave me a loving Gnomish Cap. Fisking is basically never worth it; no matter how much you've saved up (even if you're minmaxing your fisking), you're almost certainly already wearing something better than what you'd get for sacrificing it. It's due for a major overhaul in ttymor, I think. The link earlier has more details, but since fisking is already useless and the pocket dimension effectively becomes useless with infinite inventory space, I'm wondering if I could combine the two -- spend small amounts of lutefisk in the pocket dimension for benefits (healing, say, or temporary buffs you can carry with you back into the dungeon), or larger amounts for permanent upgrades that in turn make the temporary benefits more effective. I'm not sure how lutefisk statues play into this, though -- maybe you can access the pocket dimension anywhere but only upgrade it via statues? Tendales posted:Would it help at all to be able to cram ingredients into a partial recipe? Get the crap out of your inventory, until you have enough for the final product. Maybe even have an option to automatically put new pickups into the recipe you're working on, so you don't have to think about it. This is less of an issue in ttymor because your inventory is infinite and categorized, and I could even move crafting items into a separate screen if necessary. In OG Dredmor you have strictly limited inventory space, which makes the profusion of crafting materials much more painful.
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# ? Jul 7, 2016 13:24 |
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Tollymain posted:i find that i don't play the "mash my face against every wall" game in roguelikes nearly as much as i do in non-procedurally generated games because if that knowledge of where the secret's hiding isn't going to help future games the reward:effort ratio goes way the gently caress down This is one of the things I've always liked the most about the genre. Not feeling obligated to hunt down and clear every secret takes a lot of pressure off. The worst is when finding all the dumb secrets is required to unlock the plot or get the good ending. (I mean, this is true in quite a few RL games too but usually by the time you get there it's pretty obvious what you should be doing and you don't have to back to a floor 35 levels up to find the secret magic pot you missed that was hidden in the secret room off-screen accessible only by double jumping. loving god drat Wario World.) madjackmcmad posted:Just heard about this game today, and it's 14 days into the KS. Action roguelike. Look at all this foom! I'm always really, really, really skeptical when a kickstarter game comes up with a sub-100k funding goal. I feel like these projects don't get completed more often than not because they run out of money pretty close to immediately. No physical backer rewards is a good sign, though, as is the game already being 2 years in development. I'll probably kick this a few bucks. Mirthless fucked around with this message at 13:45 on Jul 7, 2016 |
# ? Jul 7, 2016 13:38 |
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ToxicFrog posted:Fisking is basically never worth it; no matter how much you've saved up (even if you're minmaxing your fisking), you're almost certainly already wearing something better than what you'd get for sacrificing it. Keep lutefisk useless, in the spirit of the original Alternatively, have your final score modified by lutefisk donation count, but by using an obscured formula that randomly punishes your score instead of improving it within certain ranges and on certain numbers, so that nobody can figure out how it works.
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# ? Jul 7, 2016 14:08 |
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Floodkiller posted:Keep lutefisk useless, in the spirit of the original Obscure formulas are a no-go since ttymor is open source. I want to do something with it, though.
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# ? Jul 7, 2016 16:10 |
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"Something fishy is going on here" *fish item appears that's basically an upgrade hammer to apply to one of your items*
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# ? Jul 7, 2016 16:18 |
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ToxicFrog posted:Obscure formulas are a no-go since ttymor is open source. Maybe something where sacrificing lutefisk gives you temporary-but-long-lasting buffs, better buffs the more you sacrifice at one time, but you get no benefit from sacrificing less lutefisk than your last sacrifice. Like, if L_n = amount of lutefisk sacrificed the nth time, then the power of the buffs = (L_n - L_(n-1)) / L_(n-1). Or something like that.
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# ? Jul 7, 2016 16:20 |
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madjackmcmad posted:Just heard about this game today, and it's 14 days into the KS. Action roguelike. Look at all this foom! That combat looks pretty fun, wonder how it plays. Somewhat similar to one of the ideas I wanted to eventually make, but with giant fuckoff magic added. Nice. Might have to look further into that when I get home.
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# ? Jul 7, 2016 21:31 |
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Item information is now shown in the HUD when focusing an item in any menu: This makes the "examine" verb somewhat redundant, but as I add more item components, the full examine window will get increasingly large. At that point I'll be introducing a distinction between "full description", used by the examine verb, and "concise description" which omits things like statdiffs and is used for the HUD. Next up is some tinkering with the map generator, I think. Now that the item database is being loaded, I can properly interpret <loot> tags in roomdefs.
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# ? Jul 7, 2016 22:28 |
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Finished Wasted. It was pretty fun for the price, but I definitely was getting weary of how little variety in the levels there were by the end. Luckily, getting the faster movement while crouched booze trivializes the game by allowing you to just sneak explore everywhere and skip most of each level and get sneak attacks on the rest, which sped up coolers 3-5 a lot. I would recommend the game if you are interested in a sort of Daggerfall-ish roguelike with a Fallout skin.
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# ? Jul 10, 2016 02:19 |
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Today's Duskers discovery: asteroids break open interior doors attached to the targeted room, not just the airlock.
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# ? Jul 10, 2016 03:42 |
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I bought furi because steam queue though it was a roguelike . and it looked good. It's a decent rhytm/bullet hell game disguised as a dmc-like with really, really loving good music. I liked it alot and still don't think it's worth $25, maybe if it included the soundtrack and kickback to those artists. But not even close to a roguelike. Klaus Kinski fucked around with this message at 04:18 on Jul 10, 2016 |
# ? Jul 10, 2016 03:46 |
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Floodkiller posted:
Whoa, hold on there, buddypants, what's this about? For better or for worse, Daggerfall is one of my favourite games of all time, and I haven't gotten around to playing my copy of Wasted yet. Genuinely curious, how is it like Daggerfall?
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# ? Jul 10, 2016 04:23 |
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Rupert Buttermilk posted:Whoa, hold on there, buddypants, what's this about? For better or for worse, Daggerfall is one of my favourite games of all time, and I haven't gotten around to playing my copy of Wasted yet. Genuinely curious, how is it like Daggerfall? The actual dungeon diving/dungeon layouts, for the most part. It doesn't have any vertical overlapping (probably to make the minimap readable), but the way it's all pieced together felt a lot like Daggerfall dungeon diving to me otherwise. I only wish there was more room variety.
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# ? Jul 10, 2016 05:36 |
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# ? Apr 25, 2024 07:07 |
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Floodkiller posted:The actual dungeon diving/dungeon layouts, for the most part. It doesn't have any vertical overlapping (probably to make the minimap readable), but the way it's all pieced together felt a lot like Daggerfall dungeon diving to me otherwise. I only wish there was more room variety. Thanks! Well, it's next on my list of games to play and probably never beat! Plus, it's goon-made, so that's nice.
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# ? Jul 10, 2016 11:35 |