[DoomRL] feedback

Page 2 - Seeking answers? Join the Tom's Hardware community: where nearly two million members share solutions and discuss the latest tech.
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Kornel Kisielewicz wrote:

> Duh! Missed the 0.9.8 announcement?
<ahem>
yes
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Twisted One wrote:
> J. W. McCall wrote:
>
>> Well, the Arch-Vile used a power that worked just like a BFG, it was
>> just innate.
>
>
> Not really -- its damage is more like a rocket, and doesn't hit lots of
> other nearby creatures. And there's nothing that travels.

Yes, but the BFG projectile had no real purpose other than to determine
when the BFG blast would originate from the player's position. There's
a BFG FAQ that explains in technical detail how the BFG works. And I
know that the player is the only one affected. But to the player, it
works basically like the BFG. If the player is within line-of-sight of
the Arch-Vile when it does its firing animation, BOOM! When you shoot
the BFG, anything that is within the line-of sight determined when you
begin firing is hit when the projectile hits anything. The projectile
itself does no damage.

What I meant was that the Arch-Vile weapon uses the basic algorithm of
the BFG.

>> The BFG basically kills everyone other than its wielder.
>
>
> Well -- I've fired one into a crowd of monsters (in actual doom) and had
> some survive, especially if there were some powerful monsters present.
>

Well, I didn't really mean it always killed them all, but it *targets*
them all.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

J. W. McCall wrote:
> Yes, but the BFG projectile had no real purpose other than to determine
> when the BFG blast would originate from the player's position. There's
> a BFG FAQ that explains in technical detail how the BFG works. And I
> know that the player is the only one affected. But to the player, it
> works basically like the BFG. If the player is within line-of-sight of
> the Arch-Vile when it does its firing animation, BOOM! When you shoot
> the BFG, anything that is within the line-of sight determined when you
> begin firing is hit when the projectile hits anything. The projectile
> itself does no damage.

A direct hit by the projectile does loads of damage. It doesn't do
splash damage though. (Quake 2's BFG is different: the blob fires
lasers, which damage anything that gets close to the blob. The blob then
hits something for mondo damage and explodes, doing serious splash
damage to anything nearby. Quake 3's is different again: basically a
powerful version of the plasma gun whose shots have impact and splash
damage comparable to a rocket's. I don't know about Doom 3's, not having
the system specs needed to run that game.)

--
http://www.gnu.org/philosophy/right-to-read.html
Palladium? Trusted Computing? DRM? Microsoft? Sauron.
"One ring to rule them all, one ring to find them
One ring to bring them all, and in the darkness bind them."
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

David Damerell wrote:
> Quoting J. W. McCall <jmccallhoustonrrcom>:
>
>>Auric__ wrote:
>>
>>>Some monsters (mostly zombie human types) used pistols, shotguns,
>>>chainguns, and rocket launchers, but never the BFG.
>>
>>Well, the Arch-Vile used a power that worked just like a BFG, it was
>>just innate.
>
>
> Just like a BFG except for being single target and completely different.
>
> Similarities between the BFG and AV flame;
> Lots of damage
> Takes a while to wind up
> Er
> That's it.

No, they both use the same algorithm to determine what is hit. Read the
BFG FAQ if you don't understand how the BFG works. They both determine
a line of sight when firing/attacking animation begins. Anything (or
for the Arch-Vile, any player) that is in that line of sight when the
projectile hits something or when the attacking animation completes
(again, for Arch-Vile), is hit instantaneously. Neither uses
projectiles to do actual damage.

Yes, they are differences, but the method used to determine what is hit
is the same.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

J. W. McCall wrote:
> Twisted One wrote:
>
>> J. W. McCall wrote:
>>
>>> Well, the Arch-Vile used a power that worked just like a BFG, it was
>>> just innate.
>>
>>
>>
>> Not really -- its damage is more like a rocket, and doesn't hit lots
>> of other nearby creatures. And there's nothing that travels.
>
>
> Yes, but the BFG projectile had no real purpose other than to determine
> when the BFG blast would originate from the player's position. There's
> a BFG FAQ that explains in technical detail how the BFG works. And I
> know that the player is the only one affected. But to the player, it
> works basically like the BFG. If the player is within line-of-sight of
> the Arch-Vile when it does its firing animation, BOOM! When you shoot
> the BFG, anything that is within the line-of sight determined when you
> begin firing is hit when the projectile hits anything. The projectile
> itself does no damage.
>
> What I meant was that the Arch-Vile weapon uses the basic algorithm of
> the BFG.
>
>>> The BFG basically kills everyone other than its wielder.
>>
>>
>>
>> Well -- I've fired one into a crowd of monsters (in actual doom) and
>> had some survive, especially if there were some powerful monsters
>> present.
>>
>
> Well, I didn't really mean it always killed them all, but it *targets*
> them all.

Actually, let me correct myself. After rereading the BFG FAQ, I
remember that the BFG projectile itself actually *does* do some damage
in addition to the BFG line-of-sight effect.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

J. W. McCall wrote:
> David Damerell wrote:
>
>> Quoting J. W. McCall <jmccallhoustonrrcom>:
>>
>>> Auric__ wrote:
>>>
>>>> Some monsters (mostly zombie human types) used pistols, shotguns,
>>>> chainguns, and rocket launchers, but never the BFG.
>>>
>>>
>>> Well, the Arch-Vile used a power that worked just like a BFG, it was
>>> just innate.
>>
>>
>>
>> Just like a BFG except for being single target and completely different.
>>
>> Similarities between the BFG and AV flame;
>> Lots of damage
>> Takes a while to wind up
>> Er
>> That's it.
>
>
> No, they both use the same algorithm to determine what is hit. Read the
> BFG FAQ if you don't understand how the BFG works. They both determine
> a line of sight when firing/attacking animation begins. Anything (or
> for the Arch-Vile, any player) that is in that line of sight when the
> projectile hits something or when the attacking animation completes
> (again, for Arch-Vile), is hit instantaneously. Neither uses
> projectiles to do actual damage.
>
> Yes, they are differences, but the method used to determine what is hit
> is the same.

I take the part about projectiles not doing damage back. The BFG
projectile does do some damage in addition to the line-of-sight damage.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

J. W. McCall wrote:
> No, they both use the same algorithm to determine what is hit. Read the
> BFG FAQ if you don't understand how the BFG works. They both determine
> a line of sight when firing/attacking animation begins. Anything (or
> for the Arch-Vile, any player) that is in that line of sight when the
> projectile hits something or when the attacking animation completes
> (again, for Arch-Vile), is hit instantaneously. Neither uses
> projectiles to do actual damage.
>
> Yes, they are differences, but the method used to determine what is hit
> is the same.

This is not exactly how the ArchVile attack works. The ArchVile selects
a target in his LOS and starts the incantation. Once the incantantion
finishes, if the target is in LOS, there is an explosion centered on
that target. If you time that good, you can use that to damage other
monsters and make them attack the archvile.

So, even if they use the half of the target selection rule, there are
still a lot of differences : ArchVile doesn't attack everything in LOS
and it doesn't just damage the target but does an explosion which can
hurt non targets.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Wow, an authoritative study. I was expecting an acronym of some sort.
"foo" then, is not an acronym, though FUBAR is.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

> <http://www.faqs.org/rfcs/rfc30­92.html>
thx, btw
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Kornel Kisielewicz wrote:
<snip>
> > Kornel Kisielewicz wrote:
> >> This will probably stay -- it's for convinience (what to do with
> >> items, that can't find a place to drop?)
<snip>
> One of the design decisions of DoomRL was one item per square. It
speeds
> up play anyway.

It simplifies play, to be sure, but allowing the player to drop more
than one item per visit to the inventory--that would speed play for me.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Quoting J. W. McCall <jmccallhoustonrrcom>:
>David Damerell wrote:
>>Quoting J. W. McCall <jmccallhoustonrrcom>:
>>>Well, the Arch-Vile used a power that worked just like a BFG, it was
>>>just innate.
>>Just like a BFG except for being single target and completely different.
>>Similarities between the BFG and AV flame;
>>Lots of damage
>>Takes a while to wind up
>>Er
>>That's it.
>No, they both use the same algorithm to determine what is hit.

No, they don't. For example, an AV's attack requires only LOS at the end
of the windup period, imposing no directional requirement.

> Read the BFG FAQ if you don't understand how the BFG works.

This is a bit cheeky, since (unlike you) I for example know that the
projectile does damage.

>They both determine
>a line of sight when firing/attacking animation begins. Anything (or
>for the Arch-Vile, any player) that is in that line of sight when the
>projectile hits something or when the attacking animation completes
>(again, for Arch-Vile), is hit instantaneously.

No, that's also not true. The AV does not attack all players in LOS; it
attacks a specific target which may or may not be a player.

[ie, there are _three_ mistakes here; the AV picks a specific target,
unlike the BFG; the AV is not restricted to attacking players, as can be
seen when monsters infight; the AV does not attack all targets of any
kind in LOS, as can be seen in co-operative mode.]
--
David Damerell <damerell@chiark.greenend.org.uk> Kill the tomato!
Today is Second Friday, May.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

"Kornel Kisielewicz" <kisielewicz@gazeta.pl> wrote in message
news:d5q9dc$qha$4@inews.gazeta.pl...
> Twisted One wrote:
>> Kornel Kisielewicz wrote:
>>
>>>> 4. Drops can spill through walls.
>>>
>>> This will probably stay -- it's for convinience (what to do with items,
>>> that can't find a place to drop?)
>>
>> Stack them in the available squares when they can't spread out? Angband
>> does this. Crawl just stacks them all in the square the monster used to
>> occupy.
>
> One of the design decisions of DoomRL was one item per square. It speeds
> up play anyway.

Ahh, one of my PET PEEVES (you listening Jeff?) about *band is stacking.
They should never have added it :/.

--
Glen
L:pyt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

On Sun, 15 May 2005 12:09:26 +1000, "Glen Wheeler" <gew75@uow.edu.au>
wrote:

> Ahh, one of my PET PEEVES (you listening Jeff?) about *band is stacking.
>They should never have added it :/.

It certainly created problems. Before stacking, there was no complaint
about a "junk problem". And there was an actual drawback to using
anti-summoning corridors all the time.

--
R. Dan Henry = danhenry@inreach.com
Dance, Puppet, dance!
But why are there *humans* dancing for the puppet?
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

"R. Dan Henry" <danhenry@inreach.com> wrote in message
news:mumd81l159mq9suou3mhumnt2kiiq77p4r@4ax.com...
> On Sun, 15 May 2005 12:09:26 +1000, "Glen Wheeler" <gew75@uow.edu.au>
> wrote:
>
>> Ahh, one of my PET PEEVES (you listening Jeff?) about *band is stacking.
>>They should never have added it :/.
>
> It certainly created problems. Before stacking, there was no complaint
> about a "junk problem". And there was an actual drawback to using
> anti-summoning corridors all the time.
>

Among other things; I feel that it in effect made Angband less of an
arcade game (where it really belongs IMO) and more of a sims game (where it
is unfortunately heading).

--
Glen
L:pyt E+++ T-- R+ P+++ D+ G+ F:*band !RL RLA-
W:AF Q+++ AI++ GFX++ SFX-- RN++++ PO--- !Hp Re-- S+