There's a Moria page here that has some pretty detailed spoilers. Seems like you could reconstruct at least the monsters, items and spell lists going off that. A lot of it could be done just by changing the edit files in current V.
My latest dumb idea
Collapse
X
-
There's a Moria page here that has some pretty detailed spoilers. Seems like you could reconstruct at least the monsters, items and spell lists going off that. A lot of it could be done just by changing the edit files in current V.Comment
-
Try Quickband. It's not exactly coffee-break but near.
I actually feel my own variant, Fay, works well for coffee-breaks. That's when I often play it really. I tend to think of every dungeon level (they're small) as a separate challenge, and you're supposed to try clearing every level in Fay. Usually there's enough challenge to keep you interested in the level (or enough to kill you, ha!).
EDIT: I'd like to add that one of my design ideas for Fay was that it should be a perfect game for a player who only likes to clear two or three dungeon levels a day. I like to keep certain limits in my *band playing because I don't usually like the results after I spend a whole day playing.Last edited by Mikko Lehtinen; December 19, 2011, 10:24.Comment
-
It may be that smaller scale ideas like LessBand or Moria2 have a better chance of turning into actually enjoyable games if they are created by a single individual with a vision.
I for one would (perhaps one day) be interested in doing MoriaMyWay or perhaps UnMoria, with some controversial changes that would never get through in group projects.
After the initial design phase having people actually play the game and commenting is crucial. Let's call it the development phase. Even then I feel having one individual in charge of rebalancing is beneficial.Comment
-
-
Sounds neat.
YES! Definitely a good idea.
In theory, sure. In practice, I am probably already overcommitted. But I think it's a great idea.Comment
-
I'm now officially adopting this quest for Fay. I'm planning to start marketing the game for a wider roguelike audience, and reducing the number of commands seems like a wise thing to do.
Would you or Antoine like to start a new thread about this? I'd love to hear your ideas.Comment
-
This is really important if we want to grow the player base.
I'm now officially adopting this quest for Fay. I'm planning to start marketing the game for a wider roguelike audience, and reducing the number of commands seems like a wise thing to do.
Would you or Antoine like to start a new thread about this? I'd love to hear your ideas.
Combine all of the use-object commands into one (quaff, read, fuel, aim, use, eat, zap, etc) into a single command of "use". Even activate could go into this command.
combine pray and cast into a single command.
Fire/Throw are redundant.
Commands to look at inventory and equipment.
Because of the knowledge screens, the command of '/' can be eliminated.
There are a bunch of commands for interacting with the dungeon that can be grouped together, but probably in more than one command: such as, alter, go up and down staircases, enter store, bash, open, close, jam, disarm, etc...
Then there are object specific commands, pickup, flip pickup, drop, inspect, destroy. Those can probably be strealmined into fewer commands as well.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
-
There are some benefits for not going all the way with the (u)se command. Namely, flavour, and getting a shorter list of objects to choose from.
I'd like to try something like this first:
(z)ap magic device -- for anything that requires Magic Device skill; uses up a charge
(e)at or drink -- automatic success, consumes the item
(r)ead, browse, perhaps learn spells -- all require light and not being confused
These commands unfortunately leave out refill. (For Fay, I've already solved this by removing lanterns and flasks of oil.)Comment
-
It would be nice if we could use t for throw and find some other key to use for 'take off', maybe just use w for both. Press once to wield/wear, press again to un-wield/un-wear.
Get rid of m)agic and p)ray and use c for 'cast (a spell)'. Then use o to open or un-open (close) a door. I'm beginning to see a theme.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
-
I see two possible paths here:
1) The shortest possible list of commands
2) Streamlined set of commands, while still keeping much of the original roguelike flavour
Both paths would benefit greatly from an easier and quicker spellcasting/shooting interface. I believe it's possible to create a fast system that doesn't require the use of macros.Comment
-
So when we were thinking about this for V, we wanted to distinguish two different ideas:
1. Creating the smallest possible set of "necessary commands" (this is the set of commands a beginner would need to learn)
2. Removing commands (that are obsolete, redundant, or for other reasons).
We could add a unified use command (without immediately removing all the individual commands) which means new players won't need to learn to distinguish aim/use/Activate/etc. (e.g. #1).
We could remove / (recall command) because other commands make it unnecessary and it doesn't work well with tiles (e.g. #2).
I will try to start a new thread about this, but I just wanted to distinguish these two things since they are sometimes conflated. I suspect removing the distinct "use" commands would not be popular (with veterans at least) but we should be able to accommodate new players and veterans with the strategy I mentioned.Comment
Comment