Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (
More info?)
Marcus wrote:
> Just a few random things based on last couple of games:
>
> This is small, but it'd be nice - don't start the player in 0,0 on
> level one

Feels goofy - how about dropping you 5 squares east of
> the opening door or so.
Hmm, ok ;-).
> Due to the increased health bleed (and difficulty in general), Small
> Health Globes should probably give more benefit. They frequently wear
> off before you even find another enemy. You might want to tweak this
> behavior a bit with large also - give small globes a larger boost to
> health AND allow large globes to push you over 100 (this isn't quite
> the same as a supercharge, but it'd make them a lot nicer).
Maybe. Ok, I'll think about it. Don't the large globes push you over 100%?
> If you did the above changes to health globes, you might want to
> consider having small medkits drop deeper in the complex, instead of
> all large. This would mean you wouldn't always get large medkits when
> they drop, but you'd be getting more (situational, limited) benefit
> from small and large globes, which might balance out.
Ok.
> Might want to consider adding medkits as a 'bonus' to one of the
> special levels.
Hell's Arena for example ;-).
> Barrels spawning by stairs when you enter a new level should probably
> have a slightly lower probability - lot of potential for really cheap
> unavoidable damage/death if that happens
Khi hi hi ;-).
> The RL and the BFG seem to be 'pulling' you forward, which seems
> goofy. If they're supposed to knock you back that would make some
> sense, but as it is they're working in reverse, or not pushing the
> mob properly or something
😉
Oh yes, this was reported already. Will be fixed in the next release.
> Hell's Armory should probably have a guaranteed chance of at least one
> 'special' weapon, and probably at least an Arachnotron guard
Ok. This seems good. I think it will have a guaranteed advanced foo.
> Probably already aware, but weapon quickkeys don't work if you don't
> have the 'base' weapon for that line
URGH. I know ;-).
> I already mentioned my complaints with Unload, but a related super
> nice function related would be that if you pick up a weapon that you
> already have, it simply gets the ammo. This would get rid of some
> needless fiddling, speed things up, and feel a bit more like Doom.
Never. ;-). I'll stick to how it is already ;-).
> Similarly already mentioned - ditch the Assault Shotgun, tweak the
> behavior/attributes of the base Shotgun
This is another one that I will keep my way. Or maybe an option in the
future...
> Great fun!

Load up some Doom music, start it up, and it's Doom,
> only, without those silly graphics. Keep up the good work. Looking
> forward to monster packs and special levels
😀
:-D
regards,
Kornel Kisielewicz