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Viewing 13 posts - 241 through 253 (of 253 total)
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  • in reply to: Spreading the world #452
    miki151
    Participant

    Hey, thanks for sharing and the kind words. I've never played Cataclysm:DDA, but I've heard very good things about it.

    I know you guys did a crowdfunding campaign too. If you could give me any hints that would be great, especially on promotion, since I completely suck at it 🙂

    Cheers,
    Michal

    in reply to: New UI graphics #444
    miki151
    Participant

    This is my first try, it should still get better:

    in reply to: Welcome to KeeperRL forum #403
    miki151
    Participant

    I think so too, welcome to the forum 🙂

    in reply to: Spreading the world #450
    miki151
    Participant
    in reply to: New trap ideas #414
    miki151
    Participant

    Ok, the debuffing trap kind looks pretty good. That's partly what the terror trap does. I was thinking about an insanity trap that makes NPCs attack their own friends, and the player would hallucinate.

    Immobilization traps have the problem that you could easily block off an entire army in a narrow corridor. Unless your friends can unlock you, in which case it gets a bit complicated and not very useful.

    in reply to: Spreading the world #448
    miki151
    Participant

    Do you guys have any favorite bloggers or editors that write about this kind of games? If you do let me know, so I can email them and we can get more coverage for the campaign.

    in reply to: Welcome to KeeperRL forum #401
    miki151
    Participant

    Awesome, be ready to enjoy it much more in the future 🙂

    in reply to: New trap ideas #412
    miki151
    Participant

    Hex Trap – debuffs the individual, common in many roguelikes
    Buff Trap – similar to hex trap
    Debuff Trap – removes all buffs

    Sorry, what is this debuffing?

    Trap door – spring you up or drop you down a level

    Why not, once there are additional levels. You would always place over water though.

    Cage trap – allows you to use the victim as a prisoner

    Yeah, but how would it work with a player adventurer? Instant game over?

    You can keep adding dozens of trap types but at some point you have to cut it down the only the ones that are conducive of the type of gameplay you want.

    That's the point, I don't want to add gimmicks, but meaningful gameplay, and they have to work well both for AI enemies and the player attacking.

    in reply to: New UI graphics #441
    miki151
    Participant

    I will pick the elements (there are many) such that it's not too shiny. But I really need something better looking if only to please my eye when I'm developing 🙂

    in reply to: Spreading the world #445
    miki151
    Participant

    You are awesome :). Please let me know if there is any specific feedback on these French forums, like bug reports. I don't speak French unfortunately.

    This is the first thread I made about KeeperRL on roguetemple:
    http://forums.roguetemple.com/index.php?topic=3466.0

    And one on a Polish forum:
    http://www.rogalikator.pl/forum/forum24/topic2938.html

    in reply to: New trap ideas #406
    miki151
    Participant

    Yes, some stealing monsters have long been on the list. I have sentiment to the nymphs in Nethack 🙂

    A trap that messes with the heroes equipment (but not just degradation) would also be cool, need to think about it.

    in reply to: KeeperRL versioning #419
    miki151
    Participant

    Hi, just use 0.0.5 for alpha5 and so on.

    For now I've added a stable branch to git for the latest alpha. Is this enough?

    The problem with packaging is that the game reads everything from the current directory and there is no way around it yet. I'm not sure if the package system can handle it.

    in reply to: New trap ideas #405
    miki151
    Participant

    I'm looking for something that causes interesting gameplay. For example another one planned is confinement trap, which blocks all exits from the room for some time. To be used together with gas and other traps.

Viewing 13 posts - 241 through 253 (of 253 total)