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1076053 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:03:27 AM
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Screekins
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« Reply #640 on: June 08, 2012, 01:07:01 PM »

I would like to see a weapon / armour degredation mechanic in Delver. Then it would make the current number of weapon / armour drops more appropriate, and add a little extra depth to the gameplay: weaker weapons and armour would be less effective than their "stronger" counterparts, so attacks would be weaker, and the player would take slightly more damage from enemies.

Maybe I am just terrible at it, but I find Delver to be pretty darn hard already without degradation Embarrassed! I do agree though that there are a lot of armor and weapon drops, most of which are "broken" or "worn" and would almost never be useful. Rather than degradation, I would solve the problem like this:

1. Decrease armor and weapon drop frequency and lower the chance that they will be broken or worn.

2. Decrease wand drop frequency and compensate by increasing the number of charges a bit (leave the broken and worn frequency as is).

3. Introduce new item types to offset the decreased appearance of weapons/wands/armor. Options include relics that provide a benefit just be being in your inventory (Diablo style), weapon/armor enchants, temporary buffs, etc. The effects of these items could include +armor, +health, +weapon damage, +chance to stun, +slow, +wand damage, +wand charges, +life leach, +poison, +health regen, +chance to dodge, etc.

It would take a lot of time and effort to implement, I know, and would also require the difficulty to be adjusted, but I feel like this would allow for more customization and increase replayability, while also making loot collecting a more exciting part of the game.


That being said, I hope Interrupt doesn't take all of these suggestions as criticisms... I think Delver is amazing. So amazing, in fact, that I went online, registered for this forum and typed out my pie-in-the-sky wishlist! I haven't done that with any other game, but there is just so much potential here that I couldn't help myself. I'm sure whatever direction it goes in will be amazing.
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Odkin
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« Reply #641 on: June 08, 2012, 06:09:42 PM »

I very much agree with Screekins.

I don't think the game and the inventory should be made harder to manage with degrading weapons.  More variety in the things you find, and in what they do (like boost stats for a time, or slow down enemies, or ?), would add a lot of fun without having to play the tedious "game" of "inventory management"
« Last Edit: June 08, 2012, 08:18:48 PM by Odkin » Logged
whitewolfmusic
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« Reply #642 on: June 10, 2012, 08:01:17 AM »

Heya, I worked on the first track in the game, to make it less repetitive and fixed some problems with the percussion. You can listen to the result at: http://soundcloud.com/whitewolfmusic/sets/delver-ost/

Let me know, what you think! Smiley
« Last Edit: June 10, 2012, 08:20:33 AM by whitewolfmusic » Logged
SoHaunted
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« Reply #643 on: June 10, 2012, 08:47:15 AM »

I very much agree with Screekins.

I don't think the game and the inventory should be made harder to manage with degrading weapons.  More variety in the things you find, and in what they do (like boost stats for a time, or slow down enemies, or ?), would add a lot of fun without having to play the tedious "game" of "inventory management"

There is nothing hard about periodically checking your weapon or armors condition, if he made it so the equipped item slots were shaded green when excellent and over time turned yellow-orange-red it wouldn't be too difficult to know what the condition is and if you like the weapon, repair it. If not then chuck it and toss on you back up armor etc.

It would actually make the drops you find worth keeping and also add some missing excitement in finding drops all together. Adding effects to items would only add to the variety, and variety is good.

To each his own.
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casimirsblake
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« Reply #644 on: June 10, 2012, 10:01:10 AM »

There is nothing hard about periodically checking your weapon or armors condition, if he made it so the equipped item slots were shaded green when excellent and over time turned yellow-orange-red it wouldn't be too difficult to know what the condition is and if you like the weapon, repair it. If not then chuck it and toss on you back up armor etc.

It would actually make the drops you find worth keeping and also add some missing excitement in finding drops all together. Adding effects to items would only add to the variety, and variety is good.

To each his own.

Have to agree with this.  Most RPGs involve some degree of inventory management.  Not that I want Delver to turn into a game where the player has to have his nose in the inventory half the time, but as it is the weapons and armour could stand to have some more variety and - yes - I would like to see a breaking mechanic.  It would add some palpable tension to the game, though obviously if it happened _too_ often it would become annoying.
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blva888
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« Reply #645 on: June 10, 2012, 11:34:27 AM »

when is the windows 7 crash be resolved?
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Leonick
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« Reply #646 on: June 10, 2012, 01:06:44 PM »

Heya, I worked on the first track in the game, to make it less repetitive and fixed some problems with the percussion. You can listen to the result at: http://soundcloud.com/whitewolfmusic/sets/delver-ost/

Let me know, what you think! Smiley
The new intro is great and the percussion seem a bit better now (though I personally much prefer the one in Descending but differentiation is good). I also like the part that starts around 1.50 and goes for about 30 seconds, it adds variation to the track (and makes it more different from the second track).

I'm looking forward to see what you do next. I absolutely love Descending towards the challenge as it is now but it could use being extended a bit.

when is the windows 7 crash be resolved?
Windows 7 crash? I don't remember reading about a Windows 7 specific crash anywhere in this thread and I haven't had any myself running it on Windows 7. Unless the crash in question has been mentioned before I think details would be helpful for Interrupt.
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whitewolfmusic
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« Reply #647 on: June 10, 2012, 03:18:04 PM »

when is the windows 7 crash be resolved?

Have you updated your Java Runtime? I haven't heard of a Win7 specific crash, too.
I am using Win 7 Home Premium 64bit with Java 7 Update 3 (64bit), works fine.


The new intro is great and the percussion seem a bit better now (though I personally much prefer the one in Descending but differentiation is good). I also like the part that starts around 1.50 and goes for about 30 seconds, it adds variation to the track (and makes it more different from the second track).

I'm looking forward to see what you do next. I absolutely love Descending towards the challenge as it is now but it could use being extended a bit.


Thank you! I might extend it, too. But first, I want to add a smoother intro to the endgame track, to blend it in less sudden. Lots of RL stress though, so I am slow panda at the moment.  Panda
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Indecom
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« Reply #648 on: June 10, 2012, 03:51:59 PM »

played around with this for a good while, didnt really care for the mouse use, it felt kinda laggy. Could have just been my computer, so used the arrow keys and wasd to control. took some getting used to though.

Really like the atmosphere you've got here, and your generation algorithms are really pretty to see in action
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blva888
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« Reply #649 on: June 10, 2012, 08:06:13 PM »

when is the windows 7 crash be resolved?

Have you updated your Java Runtime? I haven't heard of a Win7 specific crash, too.
I am using Win 7 Home Premium 64bit with Java 7 Update 3 (64bit), works fine.


I have mentioned it and put details before.
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Odkin
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« Reply #650 on: June 10, 2012, 09:48:14 PM »

WhiteWolfMusic-
I like the changes very much to Track 1. I love the MELODY.  The main instruments are still a little bit too "8-bit plinka-plinka" for me, but I'm not typical. Most game soundtracks are pretty tuneless affairs, so I always welcome anything hummable. 

My perfect dungeon tune would by reminiscent of either the old Dark Shadows TV theme or "Fear" by the Ventures.  Hummable melody, relatively percussionless, and spooky/haunting.
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Interrupt
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« Reply #651 on: June 11, 2012, 08:31:20 AM »

Now, something a bit different:



Started on this yesterday. I'm using the Delver engine for an entry into the 7 day first person shooter event. Been working on the shooting mechanics for the most part so far, want to extend the engine with outdoor areas as well as part of this. Any additions to the engine should be able to fold back into Delver for the most part.
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Indecom
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« Reply #652 on: June 11, 2012, 11:58:26 AM »

Haha that's pretty slick.
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SoHaunted
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« Reply #653 on: June 11, 2012, 12:09:05 PM »

Looks awesome, gotta love a zombie fps XD.

The zombies could be a tinge paler.
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TheNite
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« Reply #654 on: June 11, 2012, 02:28:06 PM »

Looking forward to the outdoor areas!

What will Zed's gameplay be like? Survive for as long as you can, get from point A to point B, or something else?

Also here are some zombie torso sprites, edit them if you need to. Some have longer arms and the others have shorter arms. Smiley I like the shorter arms but I included both anyway. No attack sprite though, it looks weird with the open mouth.

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Arbitror
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« Reply #655 on: June 11, 2012, 03:52:50 PM »

Started on this yesterday. I'm using the Delver engine for an entry into the 7 day first person shooter event. Been working on the shooting mechanics for the most part so far, want to extend the engine with outdoor areas as well as part of this. Any additions to the engine should be able to fold back into Delver for the most part.

Any idea when/if you'll release the Delver Engine for our creative minds? Smiley
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obsidian_golem
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« Reply #656 on: June 11, 2012, 08:18:05 PM »

Started on this yesterday. I'm using the Delver engine for an entry into the 7 day first person shooter event. Been working on the shooting mechanics for the most part so far, want to extend the engine with outdoor areas as well as part of this. Any additions to the engine should be able to fold back into Delver for the most part.

Any idea when/if you'll release the Delver Engine for our creative minds? Smiley

I don't think the delver engine is a seperate entity. The 7dfps thing looks like it was a port of delver with new art and reworks ai,spawning, and weapons.
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Arbitror
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« Reply #657 on: June 11, 2012, 08:35:52 PM »

I don't think the delver engine is a seperate entity. The 7dfps thing looks like it was a port of delver with new art and reworks ai,spawning, and weapons.

I only used the term Delver Engine because that's what Interrupt said. What I meant was a stripped down source of Delver, that could be built upon and "called" the Delver Engine. Gentleman
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Joshua
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« Reply #658 on: June 11, 2012, 09:50:07 PM »

Looks like you've implemented decals? I think that they could be used in Delver to add variation (e.g. rubble, writing on walls, papers on the floor of the libraries).

Good luck on your 7DFPS entry!  Grin
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obsidian_golem
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« Reply #659 on: June 12, 2012, 06:19:43 AM »

I don't think the delver engine is a seperate entity. The 7dfps thing looks like it was a port of delver with new art and reworks ai,spawning, and weapons.

I only used the term Delver Engine because that's what Interrupt said. What I meant was a stripped down source of Delver, that could be built upon and "called" the Delver Engine. Gentleman
Ah I see. I think that that would be nice. I have decompiled the code but I did not fully understand it. A watered down version would probably be easier to understand.
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