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July 17, 2024, 11:30:43 PM

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TIGSource ForumsDeveloperPlaytestingLegend of the Chambered [early WIP]
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Author Topic: Legend of the Chambered [early WIP]  (Read 10190 times)
Notch
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Trying to forget 320x200 in favor of 320x240.


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« Reply #20 on: May 07, 2009, 02:58:17 AM »

Yeah, that'd be sweet, but it'd have to have some method of knowing if some armor is strictly better or worse than other. Like if you have a Chain Mail of Fireproofing and equip a Full Plate of Fire Weakness before going into the firery pits of doom, it might not be strictly better, despite having better starts.

Any ideas?

(Either way, it should be very clear about if it equips or not, as unreliable behavior is very annoying.)
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superflat
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« Reply #21 on: May 07, 2009, 03:42:22 AM »

I think trying to automate weapon equipping would end up annoying me, because it's never going to be able to pick the best tool for the job in certain situations.  I'd prefer dropping the item on the portrait just to put it in the inventory. If the item was ammo (eg arrows / shuriken) it could go in a saddle bag ala DM.

Oh and +1 for step movement.  I've been thinking of doing a similar kind of game for years, but without the classic fantasy setting, and more story based.  There's a lot you can add into the puzzle mechanics by having quantized movement.
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Notch
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Trying to forget 320x200 in favor of 320x240.


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« Reply #22 on: May 08, 2009, 03:42:16 AM »

I've spent some time ripping out the guts of the project. Mostly because it was in a bit of a dead end from a previous attempt to finish a game, and the new direction doesn't really fit it.
So now I've got tile based motion going, and it's working really well. =)
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TheDoge
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« Reply #23 on: July 17, 2016, 05:34:31 PM »

uhh it just 404s me
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FredFredrickson
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Artist, designer, & developer


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« Reply #24 on: July 19, 2016, 04:22:41 PM »

uhh it just 404s me
It's a 7 year old link.  Roll Eyes
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