04 July 2009, 14:50 | #41 |
Dream Merchant
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Location: Dreamlands
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*bump*
Sorry for not being around, I've been extremely buzy with real-life crap in the last few months. (I still am tbh ;P) Gonna download and try the updated dungeon, I suspect I'm gonna have plenty of free time in August! About the game: I didn't play that much anymore since then (I mean games in general), but I remember I tried to make the rats follow me and then close'em behind the gates/doors of nearby chambers... don't remember if I succeded in doin' that tho... *edit* Ok, I just can't get rid of the bloody rats!!! How many of them are out there ffs!?!? Is there an invisible wall or something I'm missing? Last edited by skan; 05 July 2009 at 11:24. Reason: update |
05 July 2009, 19:31 | #42 | |
son of 68k
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Quote:
The advice I can tell you is : if you're unsuccessful somewhere, go elsewhere ! There are many places in the dungeon that await you to conquer them, the game isn't linear so use it at your profit. Note : I've started another - much easier - dungeon project now. Perhaps I'll make quite a few of them, of various difficulty levels. You're actually playing the "insane" difficulty level, remember |
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05 July 2009, 20:28 | #43 |
Dream Merchant
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Ok, so I guess I'll crawl some other chambers around first!
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09 July 2009, 10:58 | #44 |
son of 68k
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Good. I would like to know of your progress (even if you didn't progress ).
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09 July 2009, 12:00 | #45 |
Thalion Webshrine
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If you made a version which "eased" you in a bit you'd get more players.
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12 July 2009, 08:32 | #46 | |
son of 68k
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Quote:
In fact I'm thinking about making 5 of them, from "beginner" to "insane" difficulty levels. But it's gonna take much time and work, so if some people have nice ideas about puzzle, it's maybe time to share them |
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12 July 2009, 11:06 | #47 |
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Now we are talking, difficult puzzles are WAY better than impossible deathmatches.
In the original DM I liked the puzzle which involved using the time-stopping boxes so something along that line would be good, perhaps a room with random pits you cannot get across without stopping time, or doors which open and close too fast to get through.... I also liked the puzzle where you had to read the riddles above alcoves and then find objects scattered around the dungeon to place in the alcoves to open the door. Illusionary walls were always a favourite of mine, but they always work best if you structure the level so that you think you've completed the level without passing through the hidden wall and then have to revisit the levels looking for the secret areas to find a critical part of a puzzle on a later level. There are Rocks and Paper in the game, all you would need is something to represent Scissors and you'd have an interesting puzzle. Firing fireballs into teleporters at just the right time for them to pass through an intricate pattern of spinners and teleporters was always fun, as was placing items in teleporters to open pressure plates. I wonder if with two pressure plates you could create effectively a "Scales" and have a puzzle which requires certain amounts of weight on each one to balance open a door too much or too little on either one and a different door full of monsters opens. Having to drop items down pits on upper levels to open pressure plates on lower levels was always cunning... and I especially liked secret areas you could not get to in lower levels without climbing down pits (i.e. small enclosed rooms with, items, potentially puzzles and either a teleporter in them or a rope to climb out) |
12 July 2009, 11:35 | #48 |
Dream Merchant
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Invisible walls are always good, but you can only check their existence by throwing stuff or hitting your head around randomly...not funny at all imho.
Was it in DM3.6 you could use the pointer to discover invisible walls? Or CSB? Or both maybe? That would rule, but Meynaf's engine seems not to support that feature at the moment. Update anyone? |
12 July 2009, 11:43 | #49 |
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12 July 2009, 13:06 | #50 | ||
son of 68k
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Quote:
Of course I can give out my code to get some help, but most of it is totally unreadable resourced code... Quote:
I plan on adding a spell to be able to remove them, like in Bloodwych. |
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12 July 2009, 13:08 | #51 | ||||||||
son of 68k
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Quote:
It's just that my "insane" difficulty level doesn't suit you. Quote:
Doing this requires having a hidden creature activating pressure pads. A good idea... provided there are still magical boxes left, else this would potentially block the player ! Quote:
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DM has no way to detect amount of weight on a pressure pad, even though it should not be overly difficult to add. Could you please develop your idea ? Quote:
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12 July 2009, 13:46 | #52 |
Thalion Webshrine
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12 July 2009, 13:54 | #53 |
Thalion Webshrine
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This is just an example of a puzzle, probably best to find a similar type game to implement.
In the game Rock, Paper, Scissors each item can defeat one other item: Paper covers Rock. Scissors cut paper. Rock blunts scissors. So if you had a corridor with flying daggers then you could perhaps switch them off by throwing a rock, or placing it in a teleporter or something? Perhaps use a scroll to open a wall (rock). I'll find a map of cascading teleporters. Pretty sure there are loads of them in CSB One other feature of DM that I dont think was ever used but I always liked the idea was that if you started off with only 3 people... you could come across the bones of a 4th player deep in the dungeon which could be resurrected in an altar of Vi and join your party. Sort of a secret character. |
12 July 2009, 13:57 | #54 |
Thalion Webshrine
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I do wish someone would create a DM style game using a texture mapped 3D engine. Not necessarily on the Amiga.
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12 July 2009, 14:17 | #55 | ||
Dream Merchant
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Quote:
(Just ask Meynaf ) Quote:
http://dmweb.free.fr/?q=view/Clones This one looks promising tho: http://www.entombed.co.uk/ And this one (made by well-known and talented Finnish coders ) had plenty of potential, but sadly it's dead now. Pity. http://dmweb.free.fr/?q=node/822 |
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12 July 2009, 14:50 | #56 | ||||
son of 68k
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The problem of those characters is that they may well be lacking the experience gained by others. What interest ? Full 3D kills playability IMO - anyway it adds nothing useful to it. |
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13 July 2009, 13:06 | #57 | |
cheeky scoundrel
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Quote:
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23 July 2009, 16:50 | #58 |
son of 68k
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Could be nice, but for just a graphical enhancement you would need to rewrite the whole game...
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24 July 2009, 21:28 | #59 |
cheeky scoundrel
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24 July 2009, 23:36 | #60 |
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i think that as far as these dungeon crawl kind of games goes, there are few approaches that pay, better not mix them up.
at one side 2D bitmap games like EoB with few but good puzzles, at the other Ultima Underworld like games in which a 3D world is instrumental to the very game mechanics. the exemple of the Entombed remake is very cold to me, but maybe it's just taste. me too i've failed in such a project so far, so i cannot judge for sure |
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