Archived from groups: rec.games.roguelike.development,rec.games.roguelike.misc (
More info?)
Zillameth wrote:
> Kornel Kisielewicz w wiadomo¶ci news:ctaf8j$hls$1@inews.gazeta.pl
> pisze, co nastêpuje:
>
>> 2) Do you think the game is too easy/hard?
>
> For a roguelike, it's very easy. Whether this is "too easy", is a
> matter of taste.
As a coffee-break roguelike I think it might be balanced.
>> 3) Is the difficulty level maintained steady during the descent?
>
> No. 7th level is usually almost as easy as the 1st. There is a
> considerable increase in difficulty level when first hell knights
> show up. Cyberdemon seems very powerful in comparison to monsters on
> the last regular level.
It's because there's an alternate way to dispose of him.
>> 5) What do you don't like about DoomRL?
>
> I often feel like I don't have much to say - I shoot at them, they
> shoot at me, RNG says who won. It's particularly painful when
> fighting strong monsters. There is often no point in running, because
> enemies' weapons are usually ranged, and those who fight in melee are
> faster than PC. Pistol is too weak, rocket launcher is too strong,
> and cells need to be conserved. In most cases I have to use either a
> shotgun or a chaingun, so there
> is not much choice.
True. I understand. I hope to do something about that -- any ideas?
> As a partial remedy, I would really, really like the dodge feature
> from the original Doom. Almost all the projectiles, though powerful,
> were relatively slow, so it was possible to avoid them. One could
> treat them as very fast, and very stupid monsters.
I saw a roguelike project which had slower-then-a-turn projectiles, and it
made a bad impression on me (but it might have been the fact that that
roguelike project was realy bad overall, remember FIR? ;-) ). Anyway dodging
missiles then would be so easy that it would completely unbalance the game!
> Explosions are too strong. I think blast radius shouldn't exceed 2 or
> 3 tiles. This applies to both barrels and rockets.
Hmm....
>> 7) Would you like the main "dungeon" to be seperated into separate
>> complexes, that you can explore either one ofter another or with the
>> ommision of some (different paths)?
>
> I think you should keep this simple. If you add nonlinearity of any
> kind, the next logical step will be shops and non-hostile NPCs.
🙂
Hell true ;-). There is a risk like that
😀
>> 8) If you could add a weapon of your choice what would you add?
> I would add a new property to existing weapons. when enemy was shot, it
> couldn't move nor shoot for a (very) short
> time. It was an important advantage of chaingun and plasma rifle,
> which had high rates of fire (in terms of game mechanics, it meant
> that delay between two subsequent hits was shorter than the recovery
> time).
Hmm, I will think about that. AFAIR chainsaw had this feature in the most
advanced state
🙂
> I liked the magical crossbow in "Heretic" much, but it was basically a
> shotgun with different looks, and it wouldn't fit the setting. ;-)
Maybe as an easter egg ;-).
> - secondary piece of armour (armour class bonus)
> - vision enhancement (allows to see in dark, if you implement dark
> rooms) - binoculars (improved sight range)
> - targeting assistant (improved chance to hit, detailed information
> about target's properties)
> - motion detector (reveals monsters behind obstacles)
Hmm, all of these seem good! I would need to remodel level design and sight
code for 2 and 5 though.
>> 10) Asides from the above, what would be your most requested feature?
> Bigger levels.
Hmm, this would break DoomRL's KISS principle
🙂. And would demand a quite
big overhaul of the whole engine...
> I had a crazy thought about implementing Doom-esque "third
> dimension". Rooms in Doom differed in height and elevation, but they
> were never located one above another. Doing it in a roguelike would
> require a bit of effort, but I think it can be done.
It can. But not in this production :-/.
> These two features combined would make it possible to implement
> remakes of the original levels.
Some guy on the doom foruims suggested that I implement iwad file reading
and import to doomRL, some people have sometimes realy scary ideas :-D
> And, uh, well, how about a level editor?
🙂
Before being WADized, levels are in plain text. There isn't much one can add
though, cause the Doom Virtual Machine is absurdly simple (the most advanced
feature of it is it's name
😀 ). If you'd want you could make a level or two
😀
regards,
Kornel Kisielewicz