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  • in reply to: New trap ideas #413

    Sorry, what is this debuffing?

    30 turns of -10 strength.
    30 turns of reduced speed.
    30 turns of silence (inability to cast spells or use potions).
    30 turns of reduced accuracy.

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

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

    Perhaps you could be immobilized until an enemy is adjacent to you. I.e. you are stuck in the case then an enemy comes to unlock the cage and you then free yourself and start fighting your way out.

    in reply to: Spreading the world #449

    Make a subreddit
    http://www.reddit.com/r/keeperrl

    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.

    https://www.youtube.com/user/TotalHalibut
    Totalbiscuit is probably the most influential content creator out there. If you send it to him there is a chance he might look at it or even look at it in time. He pretty much single-handedly passed the Roam kickstarter after making a video and putting it out on reddit 2 days before it ended. Given how he traditionally reviews AAA titles and occasionally throws bones to some miner studios, I cant promise he would make time for a 2D indie game in particular. Also he is occasionally the source of PR faux pas, so be wary of that.

    in reply to: New UI graphics #442

    looks like an improvement yo

    in reply to: New trap ideas #411

    Hex Trap – debuffs the individual, common in many roguelikes
    Buff Trap – similar to hex trap
    Debuff Trap – removes all buffs
    Trap door – spring you up or drop you down a level
    Cage trap – allows you to use the victim as a prisoner
    Logic Trap – can correspond to opening a door, dropping a boulder, firing an arrow, something that can be wired. This would involve a logic system, which is more work but if that is the type of gameplay you want to endorse then its up to you. Adds complexity for newcomers but more could also lead to some fun fortress designs. Having a pitfall trap that leaves a victim stranded or facing a large fall.

    e – empty pitfall
    n – stuck nerd
    [e][e][e]
    [e][n][e]
    [e][e][e]

    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.

    Code:
    // Player selects a logic trap, then clicks on an entity that extends logic
    // Gets an entity that is activiatable from logic
    Logic* result = GetLogicFromMouse();
    Traps.add(new logic_trap(result));

    class logic_trap : Trap
    {
    Logic device;

    public logic_trap(Logic* d)
    {
    device = d;
    }

    // assuming mutative trap system
    public void trigger(Creature c)
    {
    device->activate();
    }
    }

    class Logic
    {
    public void activate();
    }

    class boulder : Logic
    {
    public void activate()
    {
    spawnboulder();
    }
    }

    alright so I got a little carried away. But I would attempt it like this.

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