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Thread: Desktop Dungeons

  1. #601

    Default Re: Desktop Dungeons

    Ohhhh, that makes sense! So, goblin rather than tinker.

    (This makes me itch to create a weird tileset with hippies, robots, bears and penguins as classes...)

  2. #602

    Default Re: Desktop Dungeons

    Quote Originally Posted by Miguelito View Post
    A little preview of the four tier 3 classes (warlord, assassin, paladin, blood mage), human. Hope the link works!

    And as for the tinker, I think I'll make him a robot, or say a family of robots. It would be sweet to have him look custom-built for every class, i.e. a brawlerbot for the assassin or a teslabot for mages :)
    Out of canon, I know!
    Love the skull mask. Possibly hinting his ability of cheating death? XD

    Alas. 'Tis times like this that I have to lament my total lack of talent in areas such as drawing and design. I can only conjure up crude similarities of what I have in mind...:(

    Still, I would very much love to see a goo blob drawn that way!

  3. #603

    Default Re: Desktop Dungeons

    Quote Originally Posted by Lekon View Post
    Do the goggles do something?
    He's a tinker. Tinkers make things. Those who make things wear goggles.

    I mean, to me, the word "tinker" all by itself implies goggle-wearing, but maybe the above explicates the reason for that.

    Here's one take on the "tinker" concept: http://img88.imageshack.us/i/fafnir2ig5.jpg/

    I've never thought of them as so brawny, but I can see it working.

  4. #604

    Default Re: Desktop Dungeons

    Okay guys, any ideas on how the 77,878 score was achieved?

    I'm having real trouble getting to 60,000 points. I'm really not sure how to break it, but then to add another 17,000 points on top!?

    I've ruled out time bonus, I've managed to kill the boss in about 2 minutes and any faster than that seems unrealistic and wouldn't get you enough anyway.

    I'm sure that it has to be through damage score. Recently I've been trying a new tactic with Vampire and fireball, burning as many monsters down to low health as I can before exploring so they heal back up, using saved low levels as health packs and repeating. I can get about 20,000 points of damage this way, but that still only gets me to roughly 60,000.

    But this was done with the half-dragon, so no fireball. I feel sure that it was accomplished by knocking a tough, weak enemy like a meat man into another enemy repeatedly to obtain obscene damage, but so far I've been unable to get great results trying this.

    I've tried killing off all but two monsters with a half-dragon, saving a level 1 iron man and a monster behind him, then converting to Mystera Annur to reduce my attack power to one. My theory was that by hitting an iron man with 1 damage, it would be halved to 0 and I could hit him about a hundred times and cause knockback damage to the guy behind him, drinking potions to squeeze out even more. Unfortunately the knockback damage is shared so he died in one hit...

    But then the same guy got almost 70,000 with a gorgon. He must have some secret...

    So yeah, I'm not sure how to do it. Just an incredibly lucky run?

  5. #605

    Default Re: Desktop Dungeons

    I've been wondering about that score myself. Perhaps it *was* just a very generous run. I see that you've got a few impressive ones on that list. ;)

    Either way, the score system will hopefully be changing soon. The monolithic list containing all classes is a little ... unpleasant, and I think it has outgrown a system like GMH. I'm mainly observing it as a way of checking class balance (it helped me pick out the vampire problem quite early) and needless to say, I'm rather interested in investigating the gorgon for any particular oversights. :P

    With regards to the wiki spam ... hmm. Looks like we'll need to appoint some moderators and give them IP banning privileges. I'm glad that the feedback/bug report pages seem to be filled with mostly useful info there. I don't really chat much on the wiki, but I do pay attention to it. Nicely summarises some of the issues brought up in this thread. :)

  6. #606
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

    Default Re: Desktop Dungeons

    Quote Originally Posted by Nandrew View Post
    I'm glad that the feedback/bug report pages seem to be filled with mostly useful info there. I don't really chat much on the wiki, but I do pay attention to it. Nicely summarises some of the issues brought up in this thread. :)
    Translation:

    Nandrew last night: "Aaagh! How do people still keep talking about clicking on altars in the blackness? There's code to explicitly prevent that! Are they clicking multiple times when they explore, whaaat?! How is this, I don't even-"

    Nandrew this morningafternoon: "Oh, it happens when already standing on an altar. I guess that makes sense. Thanks Wiki!"

  7. #607

    Default Re: Desktop Dungeons

    Seems the guy/spambot is busy reposting all of his/its spam in the wiki front page.
    In the edit history lots of people are undoing his/its spam , but the guy/bot always repost them.
    Can someone at least ban the IP (that's the same IP doing that since few days) or prevent unregistered users to edit the wiki.

    That's really very bad if one point a new users to the Dungeon Desktop wiki only for him to see various kind of spam defacing the main page.

  8. #608

    Default Re: Desktop Dungeons

    Offending IP has been banned, and I'm going to see about appointing some wiki watchdogs and stuff to make sure that this sort of thing is dealt with more efficiently in future. :)

  9. #609

    Default Re: Desktop Dungeons

    Quote Originally Posted by dislekcia View Post
    Nandrew this morningafternoon: "Oh, it happens when already standing on an altar. I guess that makes sense. Thanks Wiki!"
    Haha nice, glad my time spent starting a few games and systematically clicking through the darkness paid off =)



    A Mantis page could be considered to track bugs/feature requests, though I'm not sure if it ends up being any easier for a small project like this that isn't currently open-source.


    The wiki could require registrations which is helpful against spammers though also may reduce feedback somewhat. I imagine it should also be possible to perhaps make specific pages require registration and not others, so perhaps the front page could at least require it to reduce spam assaults on the most important part?


    I like the Crawl references, by the way. I call the gods by their Crawl names, even if TGG is a lot more forgiving than TSO is ;)


    Also, should I continue posting my ideas for game balance (reducing unwinnables, tweaking gold system, etc.) on the wiki alone or should I also post them here?

  10. #610

    Default Re: Desktop Dungeons

    Quote Originally Posted by Twinge View Post
    Haha nice, glad my time spent starting a few games and systematically clicking through the darkness paid off =)



    A Mantis page could be considered to track bugs/feature requests, though I'm not sure if it ends up being any easier for a small project like this that isn't currently open-source.


    The wiki could require registrations which is helpful against spammers though also may reduce feedback somewhat. I imagine it should also be possible to perhaps make specific pages require registration and not others, so perhaps the front page could at least require it to reduce spam assaults on the most important part?


    I like the Crawl references, by the way. I call the gods by their Crawl names, even if TGG is a lot more forgiving than TSO is ;)


    Also, should I continue posting my ideas for game balance (reducing unwinnables, tweaking gold system, etc.) on the wiki alone or should I also post them here?
    Haha, yeah, that piece of feedback was golden. I was struggling with the reports of altar clicking until I found that one tucked into the wiki feedback.

    With regards to where you want to post feedback ... do it either on the wiki or the forums, your choice. :P I check both, even if I don't always respond to things: it's becoming quite cumbersome to comment on everything recently, and I've noticed an alarming tendency over these past few weeks to spend more time on correspondence, admin and checkups than actual game development! I'm trying to cut this down and manage my time properly.

    I'll probably adopt a "wait and see" attitude with regards to sorting out wiki problems -- right now, the community is only big enough to suffer from one isolated spammer case, and user registration hasn't proven necessary yet. Over time, if more problems emerge, more restrictions can be put into place and whatnot. :P

    At the very least, I'm trying to appoint volunteers as admins to make sure that problems are responded to more quickly.

    And yeah, even I keep referring to TGG as TSO on occasion. :P I'm considering throwing in Sigmund at some point for funsies ...

  11. #611

    Default Re: Desktop Dungeons

    Been waiting forever to post this =P



    Played in Desktop Dungeons v.05 - tileset : Plainer
    Elf Warlord
    Factory

    A completed dungeon showing mouse movement. The circles are where the mouse spend time stationary - The bigger the circle, the longer the time. Notice how some circles are around bloodpools. These would be things like high level Magical Armour and the bosses

    Credit:
    Mouse movement overlay provided by iographica.com/

  12. #612

    Default Re: Desktop Dungeons

    Hah! Neato!

    Pretty interesting seeing a player's game session "recorded" in that way. :D

    And hooray! Return of the forums! Just watch your step and mind the April Fool's-day-ness.

  13. #613

    Default Re: Desktop Dungeons

    Hi. You can count me among the legions that signed up just to talk about this game.

    Absolutely love the game, obviously. It's everything I like about roguelikes, without everything I don't like about them. I don't think I could ask for a game that better suits my interests. And the difficulty level seems just right, albeit a little too reliant on random luck with some of the later classes (good luck if there's no fireball nearby when you're a wizard, for example).

    That said: Any plans to release a native OS X build? I've been using the Wine-packaged one posted here back around page 21, and it's awfully slow. It takes forever to load, the mouse (due to the sprite, I guess) moves sluggishly, and the red and blue bubbles released as you explore move so slowly -- if I happen to uncover a monster, the bubbles obscure its level for a good second or so before getting out of the way. I'm using a pretty old Macbook (although I have the same issues on a 2-year-old Dell netbook running Windows), so I can't speak for the Mac community at large, but I'm inclined to think the bubbles and sprite mouse cursor are kind of overkill regardless.

    And just out of interest: when's the next update? Anything good in it?

  14. #614

    Default Re: Desktop Dungeons

    So, Gorgons. I am just not getting how to be any good with them and it is driving me nuts. They're my last class on the Library (and I understand they're naturally going to have a harder time there due to all the magic damage) but I haven't had luck with them on any of the other dungeons, either.

    What am I missing? What ought to I be doing to be successful with them?

  15. #615
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

    Default Re: Desktop Dungeons

    Quote Originally Posted by nostrich View Post
    Hi. You can count me among the legions that signed up just to talk about this game.

    Absolutely love the game, obviously. It's everything I like about roguelikes, without everything I don't like about them. I don't think I could ask for a game that better suits my interests. And the difficulty level seems just right, albeit a little too reliant on random luck with some of the later classes (good luck if there's no fireball nearby when you're a wizard, for example).

    That said: Any plans to release a native OS X build? I've been using the Wine-packaged one posted here back around page 21, and it's awfully slow. It takes forever to load, the mouse (due to the sprite, I guess) moves sluggishly, and the red and blue bubbles released as you explore move so slowly -- if I happen to uncover a monster, the bubbles obscure its level for a good second or so before getting out of the way. I'm using a pretty old Macbook (although I have the same issues on a 2-year-old Dell netbook running Windows), so I can't speak for the Mac community at large, but I'm inclined to think the bubbles and sprite mouse cursor are kind of overkill regardless.

    And just out of interest: when's the next update? Anything good in it?
    Welcome :)

    The Mac "solution" right now is strictly temporary, set up by a helpful player like yourself. We're about to start working on the full game in Unity so that we can get it out to Mac and Windows users at the same time. Remember, this is just the prototype... As for the next version: We'll release at least one more Game Maker version and are currently working on that. Nandrew's got some neat changes up his sleeve and we'll probably manage to re-work the interface as much as we can.

    I'm not too sure what we can do about speeding the game up when emulated, we're not really doing all that much that could be optimised, but it's something we'll look into to try and keep the play experience as non-frustrating as possible. Right now we're mostly focusing on figuring out what works and what's the most fun though...

    Quote Originally Posted by neongrey View Post
    So, Gorgons. I am just not getting how to be any good with them and it is driving me nuts. They're my last class on the Library (and I understand they're naturally going to have a harder time there due to all the magic damage) but I haven't had luck with them on any of the other dungeons, either.

    What am I missing? What ought to I be doing to be successful with them?
    Gorgons are tricky, but I find them quite a lot of fun. General advice is don't try to kill things with fireball alone, use your deathgaze bonuses as much as you can. Don't be afraid to spend your cash on items that are going to keep you alive longer. Remember that the more health a monster has, the more relative health you don't have to remove with deathgaze :)

  16. #616

    Default Re: Desktop Dungeons

    Hey, I threw together a new version of the Plainer tileset. The background tiles are the same as the previous version, but I've made new item and glyph icons.

    I included Derek Yu's monster graphics, because I like them with this set, and I don't plan to redraw the monsters myself. So credit goes to him for the monsters.

    Download it here


  17. #617

    Default Re: Desktop Dungeons

    Hello. Yet another new user who has signed up just to post about Desktop Dungeons.

    I think it was about a week ago that I discovered this game. A few days ago I started following links in the readme file, and over the past few days I have read through this entire thread. Wow. That's a lot of posts. All very interesting stuff, though.

    So, what can I say that hasn't already been said? This is an amazing game. I can't even remember how I found it now, but I do remember thinking, "A roguelike I can play in ten minutes? Yes, please!" So I downloaded the game, glanced briefly at the readme, and then started a new game--to find myself as a level one fighter surrounded on three sides by enemies at least six levels higher than me. My eyes bugged out of my head. Then I realized that the enemies didn't move, and I was a little confused. "Hey, I thought this game was supposed to be hard!" Of course, then I realized that you only regained health and mana when moving through unexplored squares, and it all clicked. "Oh, this is actually a puzzle. Awesome!"

    And awesome it was. I had one heck of a week this week, and DD was there for me when I needed a little break from the stress of life. One by one I got the hang of the different classes, unlocking higher tiers and introducing new monsters into the dungeons. Fantastic! For the longest time I thought the wizard was broken because I couldn't figure out how to play it. After all, you don't gain mana when you level up like you gain health and attack points. How was I supposed to defeat all these big bad monsters with this wimpy little dude? Eventually I figured it out and beat the dungeon with the wizard (I am perversely proud to say that I have never worshiped Mystera Annura (sp?) as a wizard) and unlocked the sorceror--which I beat on my very first try. And after a few false starts with the bloodmage, I soon beat that, too. I have to tell you, the feeling of power, of fireballs sizzling on my fingertips, was intoxicating.

    Most of my initial play was done on my own, without any reference to the forums or the wiki. (I actually did try to visit the forum, but apparently you guys were moving house at the time--I'm glad I checked back!) Part of the puzzle was just trying to figure out what everything did (I had my own file on all of the deities, which sadly became obsolete as soon as I discovered the wiki). Once I found the forum and the wiki, though, I realized just how much I didn't know. I had figured out the level catapulting (ah, there was another term you used for it, but I forgot what it was), but there were a lot of strategies and tricks that I had never even considered (like Lemmisi, which I always converted as soon as I found it). There was so much depth in such a "little" game! It amazes me, especially when you consider that the game is only on version 0.051!

    Earlier today I finally unlocked the ranked dungeon and played my first game there--getting pretty handily beaten in the process. I could have been a bit luckier with items and deities, etc., but it's obvious that I'm going to have to step up my game if I want to win even once. But I'm hooked, and I'll keep at it until I succeed. And I'm looking forward to whatever changes there may be in the future. The changes to the deity system sound nice, since at the moment some deities are very useful, while others (Earthmother, I'm looking at you!) are not.

    Oh, and I also downloaded a bunch of tilesets yesterday. I like "plainer" for being, well, plainer than the original set, but when I downloaded Derek Yu's new tileset, it was love at first sight. No offense to the original artist, who did a great job as well, but Derek's tileset kicks the game up a notch for me.

    While I'm on the subject of tilesets, I'd like to make my first suggestion. It's a relatively minor issue compared to gameplay and balance issues, but I was wondering if it would be possible in the future to have the game detect tilesets in the tileset directory and then let you just choose from a drop-down menu, rather than having to type in the tileset name. I know it's not that big of a deal, but it would be a nice little bit of polish.

    I have a couple of other suggestions, one which is fairly easy. What about the addition of a new spell? We have fireballs, what about an ice spell or something along those lines? It could cause no damage but would prevent monsters from using offensive effects (poison, mana burn, death gaze, etc.) for the next combat turn. i don't know, just an idea

    The other suggestion, well, I'm a little hesitant to mention it, because I know it would be a lot of work. I've noticed that in a lot (if not most) of my games, there end up being a large number of long, straight corridors. There are some open spaces, and the player of course always starts in a large room, but a lot of times it really does feel very linear. It would be great to have maps with a number of small rooms scattered about, connected by a maze of twisty passages (not necessarily all alike). I've never programmed a maze-drawing program, but I imagine it would be a ton of work to do. Maybe something to think about for the future?

    And along those lines, I don't know if this would go against one of the fundamental principles of roguelikes (i.e., randomly-generated levels), but today I started thinking about the possibility of user-created levels with a map editor, where you could place all the walls, monsters, items, altars, and shops, even choosing which deities would be represented and which items would be sold in the shops. Then you could have a place where people shared their levels with everyone else. Again, this may depart completely from the spirit of the game, but it was just an idea I had.

    OK, I think I've rambled on long enough. Sorry for posting such a long first post, but I really love this game, and after reading through this entire thread, I just had a lot to say! Thank you again for the wonderful experience!

    (Ah, I just noticed that a new "plainer" tileset has been created. Thank you for that, prestige! I'll have to download it and give it a try.)

  18. #618

    Default Re: Desktop Dungeons

    I've been lurking for a month now, and I about panicked when the site was moving.

    However, this is a great game and I've not been able to preach it enough to my friends. I just got my second victory 2-3 days ago and since then I've been unlocking stuff like mad. (It's been a chore as well to not read all the posts here and spoil it.)

    Quick question. I just unlocked a Warlord and I notice he gets a buff for every mana used. Can I play as a gnome and stack the buff say on the end boss? I turn all the glyphs into mana and then just keep drinking them. Also, id the buff on your base attack or your final attack.

    For example:

    Base 10 + 30% = 13
    drink mana
    Is it plus another three or is it 30% of 13?

    As you can see this can exponentially ramp up.

  19. #619

    Default Re: Desktop Dungeons

    Quote Originally Posted by agentgray View Post
    Can I play as a gnome and stack the buff say on the end boss?
    For example:

    Base 10 + 30% = 13
    drink mana
    Is it plus another three or is it 30% of 13?

    As you can see this can exponentially ramp up.
    All bonuses are additive in DD, not multiplicative. This means if you have 10 +30%, and add another 30%, it becomes 10 + 60%. This is why base damage boosts (as opposed to the percentage boosts which is what most things give) tend to be very strong (e.g. the Fire Sword, which is extremely powerful).

  20. #620

    Default Re: Desktop Dungeons

    Wow, I did it! I beat my first ranked game! :D

    After unlocking ranked games, I was a bit surprised at first at how much harder it was. I knew that monsters would have more health and damage, but in my first few games I didn't even come close to where I needed to be to beat the boss. I didn't think I was ever going to be able to do it, but I did! Wow. I feel a bit silly for being so excited over a game, but there you have it.



    There's my final screen. The Assassin's poison skill coupled with the Dwarf's extra health turned out to be a really good combination (and I think I got an item that increased health, too). With poison, all you need to do is survive the first hit, so the more health you have the higher level monsters you can fight--I think I was up to level 9 when I finally decided to take on the Super Meat Man. It felt like carving up a monolith (a la 2001) of Spam with a butter knife, but I kept hacking away. I converted the fireball glyph once I was ready to take on the boss and ended up with poison, bysseps, and lemmisi, the last of which was of course a life saver (literally). I did run across cydstepp, but I was following Jehora Jeheyu, so with a slight twinge of regret I converted it for more health. But I didn't have enough mana to make it worthwhile against the boss anyway.

    I missed out on the time bonus because I tend to be very methodical--I've been burned one too many times by a careless click. 28,220 points isn't going to win any prizes, but it is pretty cool to see my name on the leader board. I was a bit surprised to see that Dwarf Assassin isn't that popular a combination--of the 324 people above me, only four played that combination. Then again, I haven't unlocked some of the more powerful races/classes yet (actually, I haven't unlocked any of them yet).

    Well, sorry for the gushing. I'll stop now. One little piece of feedback, though: I know this (or something similar) has been mentioned before, but I wonder if it would be possible to see on the main screen which classes we've already won ranked games with. It's a fairly minor thing, but maybe the outline could turn red or something--or maybe that's saved for something else?

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