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Thread: Desktop Dungeons

  1. #281

    Default Re: Desktop Dungeons

    I just *LOVE* this little game!
    You can tell it is made with love and devotion.
    It is sound and nice. Full of ideas and well balanced. The concept *ROCKS*!
    FIVE STARS ^____^
    A masterpiece.
    thank you!


    Mini-suggestions (cosmetics):

    1) The "increase stats" icons currently look like the icon of increased stat.

    Instead, I would make them "object icons", looking like typical objects you pick up in roguelike games:
    - "increase attack": a stereotypical weapon (sword, so it can stay as it is)
    - "increase HP": a stereotypical armor (a chest plate? or maybe a helm?)
    - "increase MANA" a stereotypical magic object (a scroll? or maybe a wand or ring)


    2) Add icons to embellish dialogs of shops and praying temples
    - icon would represent the offer being made, e.g. a weapon in shops and deity symbol in temples.

    3) Give 9 different names for each lvl of each creature (leaving icon as is).
    For example, goblin would go form "snaga" (lvl1) to "hobgoblin chieftain" (lvl 9).
    Dragons has colors, from white to golden. Golem has materials, from mud to steel, etc.
    Last edited by mtarini; 01-03-2010 at 01:49 PM.

  2. #282

    Default Re: Desktop Dungeons

    Quote Originally Posted by mtarini View Post
    I just *LOVE* this little game!
    You can tell it is made with love and devotion.
    It is sound and nice. Full of ideas and well balanced. The concept *ROCKS*!
    FIVE STARS ^____^
    A masterpiece.
    thank you!


    Mini-suggestions (cosmetics):

    1) The "increase stats" icons currently look like the icon of increased stat.

    Instead, I would make them "object icons", looking like typical objects you pick up in roguelike games:
    - "increase attack": a stereotypical weapon (sword, so it can stay as it is)
    - "increase HP": a stereotypical armor (a chest plate? or maybe a helm?)
    - "increase MANA" a stereotypical magic object (a scroll? or maybe a wand or ring)


    2) Add icons to embellish dialogs of shops and praying temples
    - icon would represent the offer being made, e.g. a weapon in shops and deity symbol in temples.

    3) Give 9 different names for each lvl of each creature (leaving icon as is).
    For example, goblin would go form "snaga" (lvl1) to "hobgoblin chieftain" (lvl 9).
    Dragons has colors, from white to golden. Golem has materials, from mud to steel, etc.
    1. Don't really like the idea, makes it unnessecary complicated for new players, they would get it quite quickly, but i like the way it is now.

    2. Not a bad idea, but since the low graphics, prob hard to make these symbols recognisable.

    3. like this idea, but the sprites of those characters should be different according to lvl as well if you implement such a thing(just my opinion)/

  3. #283

    Default Re: Desktop Dungeons

    Quote Originally Posted by mtarini View Post
    1) The "increase stats" icons currently look like the icon of increased stat.

    Instead, I would make them "object icons", looking like typical objects you pick up in roguelike games:
    - "increase attack": a stereotypical weapon (sword, so it can stay as it is)
    - "increase HP": a stereotypical armor (a chest plate? or maybe a helm?)
    - "increase MANA" a stereotypical magic object (a scroll? or maybe a wand or ring)
    etc.
    I like this idea, adds to the flavour of the game (not that the flavour is lacking)... I remember (when I was a new player) the icons were not particularly self explanatory even as they currently stand... making them look like objects will be equally not self explanatory, but will look more appealing. (Isn't there going to be a tooltip feature now anyway)

    Quote Originally Posted by mtarini View Post
    3) Give 9 different names for each lvl of each creature (leaving icon as is).
    For example, goblin would go form "snaga" (lvl1) to "hobgoblin chieftain" (lvl 9).
    Dragons has colors, from white to golden. Golem has materials, from mud to steel, etc.
    I don't know if they need unique names for every level, however I like the idea of fun flavourful variants, like the steel, gold or mud golem, which could have different names and different appearances. Coming up with 10 might be a bit much however, and implementing this at all it might also call for monster ability adjustments, (eg mud golems = 25% magic resist, gold = 65% magic resist) which then affects balancing, but also creates more dungeon variation (because having high level golems in a level will effect player strategies). Also I would like different flavours of the Meatman, like chicken, lamb or smokey rib.

    Ooh Ooh. I don't know if this is a planned feature or has already been suggested, but a polymorph glyph. Turns enemies into equal level goats, but maybe only for an attack or two (goats have magic resist).

    Also, the +20% damage glypth is definitely useful, but not the most exciting. How about having a +60% damage glyph at a higher mana cost, or even a double strike glyph (I'm all for greater dungeon variations, though I realise balancing must be difficult at this stage).
    Last edited by BlackShipsFillt; 01-03-2010 at 06:54 PM.

  4. #284

    Default Re: Desktop Dungeons

    I'm not to fond of the increasing stats of monsters like stated above, it would make the first few lavels way to easy, and the last few increasingly hard, leading to more insolvable games.

  5. #285

    Default Re: Desktop Dungeons

    Also, changing the colours of the monsters would leave to a confusing looking dungeon, with too much going on. Right now every monster and glyph is pretty much instantly recognisable due to the colour of it, if you have 9 x variations it would be really confusing!

  6. #286

    Default Re: Desktop Dungeons

    Hey, can anyone give an update or ETA on v0.5, a while back i think you mentioned it would be out in 2 weeks, don't exactly know how much time has passed since then so just asking :), peace

  7. #287

    Default Re: Desktop Dungeons

    Quote Originally Posted by salejemaster View Post
    Hey, can anyone give an update or ETA on v0.5, a while back i think you mentioned it would be out in 2 weeks, don't exactly know how much time has passed since then so just asking :), peace
    patience is a virtue ;) and i dont think even nandrew knows exactly when yet.

  8. #288

    Default Re: Desktop Dungeons

    Nandrew, first I'd like to say that this is such an addictive game you have created. The amount of frustration and enjoyment this has brought me only comes on par with the Megaman series. Holy ****, they're both so difficult, yet I can't put them down.

    Can't wait for the next version to come out, I'll have my download finger ready.

    Oh, and I've found it impossible to kill Aequitas. Damn that beard!



    Long live the DD.

  9. #289
    Will be the reason for the first successful run-up double high five. Rocks love-climbing. Squid's Avatar

    Default Re: Desktop Dungeons

    Quote Originally Posted by Nferno View Post
    Oh, and I've found it impossible to kill Aequitas. Damn that beard!
    Aeq is the easiest boss imo, have you killed any of the others?

  10. #290

    Default Re: Desktop Dungeons

    Quote Originally Posted by Squid View Post
    Aeq is the easiest boss imo, have you killed any of the others?
    I have killed the 'Meaty Monster' I think it's called. "Don't stare at me. I'm not infringing on copyrighted material!" or something to that effect :)

    It just works out that every time I reach Aequitas I have just enough health to get one-shotted and no resources left. Damn, I need to manage my potions better :/

  11. #291

    Default Re: Desktop Dungeons

    Quote Originally Posted by Nferno View Post
    I have killed the 'Meaty Monster' I think it's called. "Don't stare at me. I'm not infringing on copyrighted material!" or something to that effect :)

    It just works out that every time I reach Aequitas I have just enough health to get one-shotted and no resources left. Damn, I need to manage my potions better :/
    I see on your screenshot that you are level 9 when attacking him it is probably a better idea to start attacking him when you are level 8 or lower but have more potions and resources, try to save the fireball spell for him kuz he has high damage but low hp and has no physical or magic damage reduction

  12. #292

    Default Re: Desktop Dungeons

    Thanks for all of the idea throwarounds -- it's kinda cool seeing them discussed and bandied by the community members themselves. :P

    Tentatively announcing a release for Friday (or maybe Monday if I take the weekend for testing). Probably haven't been working nearly as much on this thing as I should have (full-time game proggies are also my concern!), but the release should have these at minimum:

    - Expanded, gradual unlock systems to keep vets occupied for a while. ;)
    - Three new classes
    - Four new challenge dungeons
    - Two new races
    - Revamped religion system

    That's aside from graphical changes, interface overhauls, bugfixes and all those other little things which take a huge chunk of time but which nobody ever really notices. :P

  13. #293

    Default Re: Desktop Dungeons

    HHHYYYYPPPEEEEE, can you feel it :), might as well go to sleep till Friday :P?
    BTW you guys should be thanking me for this swift new release, I mean I was asking about it only yesterday and then all of a sudden nandrew just cracks and announces the release date, coincidence I THINK NOT!

    jk jk :P
    Last edited by salejemaster; 02-03-2010 at 02:46 PM.

  14. #294

    Default Re: Desktop Dungeons

    I'm really curious to know what the two new races are going to be! The way it is, there's one race corresponding to each of the five main stats (that I can think of without going into the game to look)--Attack value, hit points, mana points, healing potions, and mana potions. What else could there be? Perhaps a race that turns glyphs into money? That seems like it would be really hard to balance. A race that has some kind of racial power that you activate by consuming a glyph, maybe? What kind of powers could they be?

    What could it be? What could it be?

  15. #295

    Default Re: Desktop Dungeons

    Quote Originally Posted by salejemaster View Post
    I see on your screenshot that you are level 9 when attacking him it is probably a better idea to start attacking him when you are level 8 or lower but have more potions and resources, try to save the fireball spell for him kuz he has high damage but low hp and has no physical or magic damage reduction
    Meat monster is low damange high hp

  16. #296

    Default Re: Desktop Dungeons

    Quote Originally Posted by Nandrew View Post
    Thanks for all of the idea throwarounds -- it's kinda cool seeing them discussed and bandied by the community members themselves. :P

    Tentatively announcing a release for Friday (or maybe Monday if I take the weekend for testing). Probably haven't been working nearly as much on this thing as I should have (full-time game proggies are also my concern!), but the release should have these at minimum:

    - Expanded, gradual unlock systems to keep vets occupied for a while. ;)
    - Three new classes
    - Four new challenge dungeons
    - Two new races
    - Revamped religion system

    That's aside from graphical changes, interface overhauls, bugfixes and all those other little things which take a huge chunk of time but which nobody ever really notices. :P
    AND A MUTE BUTTON KTHNX =P

    Seriously, dont know why but i cant stand the sound in this game, i replaced all the sound files with blanks so i could listen to my own music while playing. So a simple sound on/off at the game start would be hugely appreciated

  17. #297

    Default Re: Desktop Dungeons

    Yeah, don't worry, the mute button is definitely going in! I understand that people want to be more stealthy at work too ... I feel like a bit of an accessory to a crime there, but what the hey? :P

  18. #298

    Default Re: Desktop Dungeons

    I like this little game so much I've got to elaborate a bit on it.

    Here it is:
    I think DD is a META-roguelike.
    DD is to a roguelike as a roguelike is to War of Warcraft.
    DD : roguelike :: roguelike : WOW

    Let me explain.

    On your roguelike game, you see little plain icons (or ascii letters) on the screen and, in your fantasy, you imagine... being in the dark dungeon where you face hideous Yetis and aggressive Rust monsters and you find enhanced stylish elven armors glowing with magic power. The graphics is up to you.

    In DD, you collect a plain attack +10% bonus and what you imagine is... playing a roguelike game and finding a "Well-balanced [+13 speed] Holy Katana [+10 str] [+7 AC] [+15 damage against zombies] [uses both hands]" as a replacement of your previously used combo of "Round Steel Buckler of Fire [190 Resistance] [+20 protection from flames] [-5 attack speed]" and "Enhanced Heavy [+5 damage] Cutter [armour pierce +5] [bonus against shields]", for a net gain in your overall *average* killing factor of about the said ten percent.

  19. #299

    Default Re: Desktop Dungeons

    Quote Originally Posted by Speusippus View Post
    Meat monster is low damange high hp
    he was talking aequitas ^^

  20. #300

    Default Re: Desktop Dungeons

    Quote Originally Posted by mtarini View Post
    I like this little game so much I've got to elaborate a bit on it.

    Here it is:
    I think DD is a META-roguelike.
    DD is to a roguelike as a roguelike is to War of Warcraft.
    DD : roguelike :: roguelike : WOW

    Let me explain.

    On your roguelike game, you see little plain icons (or ascii letters) on the screen and, in your fantasy, you imagine... being in the dark dungeon where you face hideous Yetis and aggressive Rust monsters and you find enhanced stylish elven armors glowing with magic power. The graphics is up to you.

    In DD, you collect a plain attack +10% bonus and what you imagine is... playing a roguelike game and finding a "Well-balanced [+13 speed] Holy Katana [+10 str] [+7 AC] [+15 damage against zombies] [uses both hands]" as a replacement of your previously used combo of "Round Steel Buckler of Fire [190 Resistance] [+20 protection from flames] [-5 attack speed]" and "Enhanced Heavy [+5 damage] Cutter [armour pierce +5] [bonus against shields]", for a net gain in your overall *average* killing factor of about the said ten percent.
    Holy crap, you just blew my mind right there!

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