Guild release

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"Antoine" <mail@guildgame.com> wrote in message
news:1118466072.238380.24910@g43g2000cwa.googlegroups.com...
[...]
> Thats a good point. Which commands do you think should stay in memory?
> Any other comments on how the interface should work re. remembering
> stuff from one dungeon trip to another?
[...]

I know you might think it'd end up crowded, but I for one would like to see
the current order my chars have in the main screen, even if abbreviated.

Oh, and without a doubt you need to have orders be persistant from one
dungeon trip to the other (shouldn't be too much trouble to code).

Looking forward to the next version :)

Cheers,

Nolithius
 
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Antoine writes:
> > I like the light system. The one thing I don't get is how high
> > perception lets you see in the dark. My rogue has 13 perception. Does
> > it need to be over 13, rather than 13 or higher? It doesn't seem to
> > let me see anything that I can tell, even when I control the rogue.
>
> Maybe you need 14. I will just make sure that this is working properly.

I got to 14, and I seem to be able to see one square away in the dark.
But it's still hard to tell for sure exactly how it works.

> > The biggest thing that annoys me deals with commands. You don't seem
> > to be able to give the party any commands going into the dungeon. It's
> > especially a problem for the don't use certain spells command. I once
> > entered the dungeon, saw some orcs, and my wizard burned half his mana
> > on prestidigitation. I could have told him not to mid-fight, but I
> > rather not spend the turn to do that, and really shouldn't have to. I
> > think at least a few of the commands should stay remembered.
>
> Thats a good point. Which commands do you think should stay in memory?
> Any other comments on how the interface should work re. remembering
> stuff from one dungeon trip to another?

Don't cast certain spells. Save a certain percentage of mana. That's
all I can think of.
 
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Nolithius wrote:
> [...]
>
>>You also regain about 20% of MP every time you go down to a level that
>>you haven't been down before in a particular dungeon trip. And there
>>are fountains for restoring HP. And cure wounds spells and healing/mana
>>potions.
>
> [...]
>
> Don't fountains restore MP as well? ;)
>
> --Nolithius

Thanks for the tip :)

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Antoine

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Igor D. WonderLlama wrote:
> Antoine writes:
> > > I like the light system. The one thing I don't get is how high
> > > perception lets you see in the dark. My rogue has 13 perception. Does
> > > it need to be over 13, rather than 13 or higher? It doesn't seem to
> > > let me see anything that I can tell, even when I control the rogue.
> >
> > Maybe you need 14. I will just make sure that this is working properly.
>
> I got to 14, and I seem to be able to see one square away in the dark.
> But it's still hard to tell for sure exactly how it works.

Yes, at 14 you can see adjacent squares in the dark. Limited, but much
easier than bumbling around the dungeon without being able to see
anything at all...

> > > The biggest thing that annoys me deals with commands. You don't seem
> > > to be able to give the party any commands going into the dungeon. It's
> > > especially a problem for the don't use certain spells command. I once
> > > entered the dungeon, saw some orcs, and my wizard burned half his mana
> > > on prestidigitation. I could have told him not to mid-fight, but I
> > > rather not spend the turn to do that, and really shouldn't have to. I
> > > think at least a few of the commands should stay remembered.
> >
> > Thats a good point. Which commands do you think should stay in memory?
> > Any other comments on how the interface should work re. remembering
> > stuff from one dungeon trip to another?
>
> Don't cast certain spells. Save a certain percentage of mana. That's
> all I can think of.

I think so too - it's just the spell stuff that needs to persist.
Marching orders should be scrubbed between trips. I will put something
about this in next version.

A.