Back in... whatever was current in early August, the way to get started was pretty discoverable without guidance -- travel to Maggot's Farm, get demolished, start over, travel to Bree, kit (the rest of the way) up, head down, get annoyed as hell by Fairies, start making progress, kill mushroom, get curious, eat mushroom, live, make more progress, kill more powerful mushroom, eat mushroom, die. :-)
Now in 0.6.2-wip6a the progression has been: enter Hobbiton (Hobbit Slinger), kit up a bit, eat, travel, find no stairs, eat, travel, find no stairs, eat, travel, find no stairs, eat, travel, find hardly unexpectable horribly level1-unfriendly monsters (Maggot's Farm and Old Forest), eat, travel, find no stairs, run out innocents to slaughter to earn money*, run out of money to buy food, run out of food, Shift-Q, y, @.
* Is there any reason other than tradition and realism (and realism is expendable, I think) for letting innocents have drops and balancing the game for the possibility of farming them?
I presume this is *not* the intended gameplay (unless this is to be the only 'band one is allowed to play in Hell), so what am I missing? And perhaps something could be done to make it harder to miss?
Another confusing thing: I ended up apparently walking in the treetops at a couple points and, besides the fact that the constant shifts of scene as I drifted in and out of them were rather disturbing, I also couldn't find the key to what would trigger those shifts -- I'd see two spaces represented by a dot of the same color, both at the same distance from the nearest green %, and entering one would return me to the normal view, and entering the other would not.
One mildly disturbing thing: I informed the game in the opening that I had experience with all things roguelike, fooish, and Angbandish, just not Unangbandish, so I expected not to be informed of things that any average 'bander would know. But to no avail; I was shown blurbs on what potions are all about a few steps into my career.
(Really liked the Farmer Maggot pamphlets, by the way!)
I can't remember, since I try out lots of variants and tend to get their mechanics mixed up except for the ones I play the most, if this is one of the variants that doesn't support Shift-dir for longwalk. But if it is, I hope that changes.
What I do remember is that the varied terrain makes longwalk fairly useless a large amount of the time, compared to Angband. Even though changing that will be non-trivial, I hope that that changes, too.
To end this on a more positive note, it's exciting to see someone eager to do really wild things with the Angband foundation and having lots of fun with it, and I'm really curious what direction things have gone in the latest official build. In fact, that's why I don't want to just give up after my discouraging test game of 0.6.2-wip6a, and instead am asking here!
Bostock
Now in 0.6.2-wip6a the progression has been: enter Hobbiton (Hobbit Slinger), kit up a bit, eat, travel, find no stairs, eat, travel, find no stairs, eat, travel, find no stairs, eat, travel, find hardly unexpectable horribly level1-unfriendly monsters (Maggot's Farm and Old Forest), eat, travel, find no stairs, run out innocents to slaughter to earn money*, run out of money to buy food, run out of food, Shift-Q, y, @.
* Is there any reason other than tradition and realism (and realism is expendable, I think) for letting innocents have drops and balancing the game for the possibility of farming them?
I presume this is *not* the intended gameplay (unless this is to be the only 'band one is allowed to play in Hell), so what am I missing? And perhaps something could be done to make it harder to miss?
Another confusing thing: I ended up apparently walking in the treetops at a couple points and, besides the fact that the constant shifts of scene as I drifted in and out of them were rather disturbing, I also couldn't find the key to what would trigger those shifts -- I'd see two spaces represented by a dot of the same color, both at the same distance from the nearest green %, and entering one would return me to the normal view, and entering the other would not.
One mildly disturbing thing: I informed the game in the opening that I had experience with all things roguelike, fooish, and Angbandish, just not Unangbandish, so I expected not to be informed of things that any average 'bander would know. But to no avail; I was shown blurbs on what potions are all about a few steps into my career.
(Really liked the Farmer Maggot pamphlets, by the way!)
I can't remember, since I try out lots of variants and tend to get their mechanics mixed up except for the ones I play the most, if this is one of the variants that doesn't support Shift-dir for longwalk. But if it is, I hope that changes.
What I do remember is that the varied terrain makes longwalk fairly useless a large amount of the time, compared to Angband. Even though changing that will be non-trivial, I hope that that changes, too.
To end this on a more positive note, it's exciting to see someone eager to do really wild things with the Angband foundation and having lots of fun with it, and I'm really curious what direction things have gone in the latest official build. In fact, that's why I don't want to just give up after my discouraging test game of 0.6.2-wip6a, and instead am asking here!
Bostock
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