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877725 Posts in 32881 Topics- by 24316 Members - Latest Member: telles0808

May 20, 2013, 09:45:01 AM
TIGSource ForumsDeveloperFeedbackFinishedRed Rogue
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st33d
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« Reply #885 on: April 23, 2012, 03:48:27 AM »

No worries, I thought it was pretty fair considering how unfinished the game is.

I really like the idea of trying to sleep and getting woken up by monster voices now. I'm a bit stumped on how to avoid it being abused. I've kept the food clock out of this for some time now and I really don't want to complicate things. I might introduce nightmares after the dungeons zone perhaps - you randomly wake up to a horror chasing you.
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Pandara_RA!
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« Reply #886 on: April 23, 2012, 04:29:14 AM »

No worries, I thought it was pretty fair considering how unfinished the game is.

I really like the idea of trying to sleep and getting woken up by monster voices now. I'm a bit stumped on how to avoid it being abused. I've kept the food clock out of this for some time now and I really don't want to complicate things. I might introduce nightmares after the dungeons zone perhaps - you randomly wake up to a horror chasing you.

I think sleeping is something you should feel like you are trying to "get away with" heres a thought.

Sleeping is going to be scary in my idea. your vision turns to 0 light then if any remaining monsters are in the level a few will be teleported  between X to Y units closer to your location so as you sleep/heal the monsters will progressively be getting closer and closer, with the only hint of how close they really are being the sounds/text. if the level is cleared already there will be no issue as I would have afked all day there anyways before moving on.

This will have an effects on the player
1. They will learn to set up camp as far away from combat as possible before sleeping
2. They will not sleep near enemies as an abuse to kill them bit by bit with the quick kill->rest option

Healing runes are what power the rest and influence it. Players will still use healing runes to top off hp in high health, use items for low health situations and use camping for mid range health situations.

Sleeping with poison will kill/hurt over time.

if you want a turbo cool part of it resting can be used as a writers tool used to trigger Nightmare events or dialog from the character learning about their past

Second idea


I call this the classic rouge situation, YEAH free heal all you want, except heres the deal,
1. X more enemies will be spawned in the level
2.the monsters in the level all gain +1 level equip or if they have no weapon/armor they have a chance of gaining it.

third simple idea

1. Standing still raises your regen current regen by X% every 2 seconds (so I still afk heal, it just doesn't take 7 years to do it)
« Last Edit: April 23, 2012, 04:40:44 AM by Pandara_RA! » Logged

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st33d
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« Reply #887 on: April 23, 2012, 04:40:28 AM »

Hah hah, I could explain the monsters getting near by the rogue having a particularly loud snore.
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Nate_G
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« Reply #888 on: April 23, 2012, 05:33:22 AM »


More music in a Flash game is asking for a bit much. It was free and it takes up a shitload of bandwidth.


That's it, now I'm going to demand you get a full soundtrack...and have it orchestrated just for that comment =P


I don't know if you've been deep enough to reach the later tracks, but if not the whole EP is free at www.icefishing.gallardosound.com if you want to hear the others Smiley [/shameless-self-promoting]
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Pandara_RA!
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« Reply #889 on: April 23, 2012, 05:47:25 AM »


More music in a Flash game is asking for a bit much. It was free and it takes up a shitload of bandwidth.


That's it, now I'm going to demand you get a full soundtrack...and have it orchestrated just for that comment =P


I don't know if you've been deep enough to reach the later tracks, but if not the whole EP is free at www.icefishing.gallardosound.com if you want to hear the others Smiley [/shameless-self-promoting]


I actually have been all the way to the bottom now, (which is why it took a day to get the feedback in).

the tracks in style seem to get progressively more jagged/scary as you descend, which fits great for the game, I guess what I'm talking about is that the music used shares themes in the previous tracks, so they blend together as you play appearing as a single long track due to the long distance in time between each track switch (many levels). Your brain when listening to long tracks will try to bridge them together, much like how it interprets words when reading even when scrambled.

"i cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno’t mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghi t pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! if you can raed tihs forwrad it."

To be short:
1. Quality of music +1
2. playtime distance Distance between tracks -1

so no tea no shade meant against the music itself. if anything I'm indirectly and  unrealistically asking for more of it.
« Last Edit: April 23, 2012, 05:52:44 AM by Pandara_RA! » Logged

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st33d
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« Reply #890 on: April 23, 2012, 05:50:29 AM »

I've been thinking that the time it takes to traverse a zone is perhaps too long.

I could tackle this by reducing the standard size of dungeons, but I know some people prefer bigger dungeons. Thoughts?
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Pandara_RA!
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« Reply #891 on: April 23, 2012, 05:56:11 AM »

I've been thinking that the time it takes to traverse a zone is perhaps too long.

I could tackle this by reducing the standard size of dungeons, but I know some people prefer bigger dungeons. Thoughts?

At one point I wrote down under feedback that I thought the levels became much too large as I progressed onward too fast, but then removed that thought. After thinking that the game was meant to become that large by design.

Now that you mention it though I felt that the size got really large really fast.
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st33d
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« Reply #892 on: April 23, 2012, 06:00:06 AM »

I think I may be able to do both by scaling down the current level size and throwing in a big level once per zone. Maybe a big level just before you change zone...
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Pandara_RA!
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« Reply #893 on: April 23, 2012, 06:17:08 AM »

I think I may be able to do both by scaling down the current level size and throwing in a big level once per zone. Maybe a big level just before you change zone...

with a boss whos got that phat loot? *dreams*
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st33d
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« Reply #894 on: April 23, 2012, 06:21:03 AM »

I was planning on unique characters appearing in the game (based mostly on my gaming history and other things). So yes, a selection of champions would work well.
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« Reply #895 on: April 23, 2012, 10:18:49 AM »

You know looking at Pandara_RA!'s complaints about the "skeleton guy" is kind of amusing to me, but understandable. The whole story behind him is one of those things that isn't at all obvious unless you connect a lot of scattered clues, but I like it that way. If I have one complaint about his character it's that some of the writing and stuff sort of makes him look like kind of a dick Tongue I kind of think a intro and even tutorial would sort of make the game less mysterious and make uncovering stuff less fun. Though, perhaps a small area for the basic controls and letting the wall messages explain the rest is enough.

Also, on the subject of making red stand out more, her sash is red anyway, so why not make it red in dungeons too?
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st33d
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« Reply #896 on: April 23, 2012, 01:08:52 PM »

Red sash would be fair - and consistent.

@'s messages are a first draft. I think I should pay attention to rewrites carefully because it's supposed to be telling a story backwards. I'll get some people to proof read.

I am loathe to have tutorial text floating over everything in the dungeons. I was toying with the idea of a tutorial area where unintuitive skills like reading, actions and fighting can be learned without interfering with entering the dungeons. I was considering it be the farm where her and @ live.
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Pandara_RA!
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« Reply #897 on: April 23, 2012, 02:56:11 PM »

You know looking at Pandara_RA!'s complaints about the "skeleton guy" is kind of amusing to me, but understandable. The whole story behind him is one of those things that isn't at all obvious unless you connect a lot of scattered clues, but I like it that way. If I have one complaint about his character it's that some of the writing and stuff sort of makes him look like kind of a dick Tongue I kind of think a intro and even tutorial would sort of make the game less mysterious and make uncovering stuff less fun. Though, perhaps a small area for the basic controls and letting the wall messages explain the rest is enough.

Also, on the subject of making red stand out more, her sash is red anyway, so why not make it red in dungeons too?

The issue I had is that I never found out skeleman was the one who wrote on the walls till the forums told me so, how did everyone come to that conclusion? For me the walls read off like a previous adventurer that wasn't connected to my story.
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st33d
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« Reply #898 on: April 23, 2012, 11:57:46 PM »

Yeah - it's supposed to be a slow reveal. The messages become more about the minion escaping from the dungeon the further you get down. There's also other clues by using the identify rune.

Bug fix 364

Fixed the sound bug.
AI paths have been redesigned to solve several navigation issues.
Minion stats have been boosted a little and his bravery dropped to make him value his life.
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Pandara_RA!
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« Reply #899 on: April 24, 2012, 12:47:50 AM »

Yeah - it's supposed to be a slow reveal. The messages become more about the minion escaping from the dungeon the further you get down. There's also other clues by using the identify rune.

Bug fix 364

Fixed the sound bug.
AI paths have been redesigned to solve several navigation issues.
Minion stats have been boosted a little and his bravery dropped to make him value his life.

after reading enough about how backstabbing hurt things, I stopped bothering to read them assuming they were just game hints.
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