Re: Tentative Entombed 2 Design Decisions

2019-04-27 Thread AudioGames . net Forum — General Game Discussion : Mirage via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

As opposed to telling people to give up on a game and adding negativity to a thread where there is still interest, why don't you just like what you like?Love what you love.Ignore everything else.If you believe the game is abandoned, that's fine.But there is clearly interest in the old game, and the potential new one.So just ignore threads where you think people are wasting their time.Go on to ones that interest you and make you happy.

URL: https://forum.audiogames.net/post/429641/#p429641




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Re: Tentative Entombed 2 Design Decisions

2019-04-27 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Maybe Jason had family matters and such? Around 2012-2013, he did say he had a baby so, you would expect that to take time away from your work.

URL: https://forum.audiogames.net/post/429638/#p429638




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Re: Tentative Entombed 2 Design Decisions

2019-04-27 Thread AudioGames . net Forum — General Game Discussion : darren via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

entombed 2 has been talked about for well over 4 years. we haven't heard a thing from jason in i really don't know how long personally i think people should just give up on the idea of there being anymore development there.yes aprone managed to pick up swamp again which of course is a good thing. the difference here is that aprone has been much more active even when swamp wasn't in active development.

URL: https://forum.audiogames.net/post/429628/#p429628




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Re: Tentative Entombed 2 Design Decisions

2019-04-26 Thread AudioGames . net Forum — General Game Discussion : Mirage via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

To the person who asked where they could get the original Entombed game, it's on the audio game archive page.I just downloaded it a week or two ago, and it's working well.

URL: https://forum.audiogames.net/post/429422/#p429422




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Re: Tentative Entombed 2 Design Decisions

2019-04-26 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Daron, do you have evidence to back that up? Unles  Jason goes public and anounces that he has offitially shelved Entombed 2, we can't know for sure. Even if he did say that, people also can change their minds. Remember Aprone said he wouldn't develop swamp again due to losing the code? Well he did afterall develop it so.

URL: https://forum.audiogames.net/post/429420/#p429420




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Re: Tentative Entombed 2 Design Decisions

2019-04-26 Thread AudioGames . net Forum — General Game Discussion : darren via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

well i think we can give up on entombed 2 and personally i think this topic should be locked. it keeps coming back and for no good reason. the idea is pretty much dead

URL: https://forum.audiogames.net/post/429411/#p429411




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I hope someday someone can code a game like entombed that implements D principles. I think entombed was planned to be expanded even in 1, because there were half giants on lev 25, and presumably there would be giants lower down, similar to half orcs and orcs. Also there were giant made armor.

URL: https://forum.audiogames.net/post/429400/#p429400




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : tayo . bethel via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi:It’s a pity this game seems to be abandoned. I played Entombed 1 for reasons of nostalgia a couple of times, but never really got into it like I used to. Entombed II promised to be so much better ... but as has been mentioned before, game developers are people with lives outside of their projects. And Did he ever mention that he had a team of dedicated helpers behind him? No? Then we should be grateful for what he managed to do when he had the time resources to do so.

URL: https://forum.audiogames.net/post/429398/#p429398




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi Arron,Well what Jason said on the group was that if you created a driftwood account, the game is now free, as your account is upgraded to allow activation.

URL: https://forum.audiogames.net/post/429388/#p429388




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@322, very, very well done! I'm serious, too! I'd like to add that if the project is open source, payment and all of that becomes far less of a problem, but that isn't always the best way to go. And it gets far harder when your on your own, writing a game from scratch. Ever written a game in c++ before? No? How about Python? No again? I'll sum it up for ya: its hard. Want to add basic visuals, like 2D text? Makes the project even harder. How about online mode and scripting languages for modders? Way, way harder. Why do you think companies spend millions (yes, millions!) of dollars on games alone? And these games that companies make aren't always with in-house engines; some of them are made with game engines like Unity or Unreal and still, millions are spent on these games.

URL: https://forum.audiogames.net/post/429324/#p429324




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@322, very, very well done! I'm serious, too! I'd like to add that if the project is open source, payment and all of that becomes far less of a problem, but that isn't always the best way to go. And it gets far harder when your on your own, writing a game from scratch. Every written a game in c++ before? No? I'll sm it up for ya: its hard. Want to add basic visuals, like 2D text? Makes the project even harder. How about online mode and scripting languages for modders? Way, way harder. Why do you think companies spend millions (yes, millions!) of dolars on games alone?

URL: https://forum.audiogames.net/post/429324/#p429324




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : amerikranian via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I don't wana be a jerk, I really don't, but this has gone on enough.Chris, what's your problem, man?Is every game developer supposed to spend all their time on making games and never abandon them? Shocker, Chris, they don't. In the mainstream community, projects get abandoned. Projects drop like flies. Projects lose support and you buy them at your own risk. So, why? Why are audiogame developers held to "Support games for eternity" standard?We should have group projects. Totally, Chris, totally. Let me see you learn how to code, build up a trust with the community, become respected, and then try and find a team and keep it together. Then we'll see how much you scream about teamwork. I love group effort, and I, the same as you, believe that great things happen when a crowd of talented individuals get together and collaborate, but it's much, much more difficult than just saying "Hey! Let's make a game together!" You need to make sure you can work with the person or people in question, you need to make sure that everyone who is going to collaborate has at least the same level of experience, and you need to have a clear goal in mind, not a basic idea. You need to plan, you need to understand and picture your final product, you need to make sure that everyone has a task that they can accomplish within a reasonable time, and you need to have a way of enforcing deadlines. Have fun with that.I would also like to point out several general issues: How are you gonna pay the developers for their time? How much will you pay them? How will you deal with the different times and locations? Will you allow some fallback time if a person has failed to meet their expected date? What is the punishment for failing multiple times? What is the minimal level of experience allowed on a team? Who is in charge of balancing and mechanics? Who writes the story? How do you split the work evenly across the entire team? What are your deadlines going to be? What is the platform you will use for your work? How are you going to decide if a person who has a questionable background is allowed on your team? And so on.So, Chris, yes. Show everyone that group projects are easy by organizing one yourself. Let me know how it works out.As for full time development, do we really need to discuss why we don't have a lot of that? Yes? Fine.I'll give a major example: Youtube. Do you know how many people live by making videos for their channel? Hundreds. Do you know why they are able to do that? Here's a hint: views. Here's an answer: People. By getting a lot of views, the owner of a Youtube channel can potentially get more advertisements. The ads in turn will give that person more money, which will lead to them buying new content for the channel  and attracting new people. Those people in turn will cause the channel views to go up, looping back to where we started, advertisements.Let's do another example: Mainstream games have thousands of sales, which in turn leads to the company recovering the money they spend on the project and then getting some extra to support them in their development efforts. I should also point out that in some cases the community pays for the project to become real, so that involves less spending on the company's part and also allows the company to get a greater return over all.Now let me ask you this, Chris. Can audiogame developers do the same? Can they rely on their audiogame to sell enough to cover their living costs until they release something new? I think we just answered your question.By all means, Chris, proove me wrong. Make something that will support you until you release something else that will do the same for the audiogame market. If you can do that, let me know.

URL: https://forum.audiogames.net/post/429316/#p429316




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@320, teaming up on large projects is hard. I have some ideas, and am considering publishing it (its a spin on the general idea of Entombed, with many twists), but it won't be easy. Plus its written in C++ and I'm not switching to Python when I've already got a general framework that is not easily ported to Python. (that sadly is the major issue with Python -- most of the libraries I would need are out of date and/or have rotted.)

URL: https://forum.audiogames.net/post/429270/#p429270




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : Chris via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

The game is abandoned. The problem we have in this community is that no one develops these games full time. In addition, it seems like no one wants to team up and collaborate on a big project. *sigh*

URL: https://forum.audiogames.net/post/429266/#p429266




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I am also curious to know where to get the free version of Entombed from, if this is still the case. I think this question has been asked before but I forgot the answer. Plus then, I'm wondering if, of course, the db will then need updating, so this info would be useful to know.

URL: https://forum.audiogames.net/post/429260/#p429260




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : black_mana via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

hay, at'least it's  2015, not 2010 or  like 7 or 8years ago, it's still new, and i'm wondering about   the developer if he is still in the forum, last post from him was in 2015

URL: https://forum.audiogames.net/post/429231/#p429231




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : black_mana via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

hay, at'least it's  2015, not 2010 or  like 7 or 8years ago, it's still new, and i'm wondering about that guy if he is still in the forum, last post from him was in 2015

URL: https://forum.audiogames.net/post/429231/#p429231




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : piller223 via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi I've been longing for a game like this. Is it out now? and how much is it? Wear can I download it from? Please let me know as soon as you can. Thank you.

URL: https://forum.audiogames.net/post/429229/#p429229




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

This wasn't a really old topic. 2015 isn't massively long ago. Also last posts were less than a year ago so.

URL: https://forum.audiogames.net/post/429222/#p429222




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : SkyLord via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@314, and the post before eans's post was 1 year ago, so no need to yell at him. Just don't get excited so much. I don't understand the point of other people, that is if your reviving topics from 1 3 years old your becoming a punchbag and everyone's yelling at you. If you would revive a topic from 2010, or eeven 2005 that would be ridiculus, yeah.

URL: https://forum.audiogames.net/post/429213/#p429213




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : redfox via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

ug!Do you know, not me because I've seen this thread, how many people you probably freaked out.They see, entombed 2, and then realize the first post was like 5 or more years ago!Make! A separate! Thread!

URL: https://forum.audiogames.net/post/429209/#p429209




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Re: Tentative Entombed 2 Design Decisions

2019-04-25 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,Sorry again for reviving the topic. Jason has made the original Entombed freeware. Does anyone know whether the 2 version is being developed?  I have never gotten anywhere near as much enjoyment that I got with Entombed when I was first playing it. This game has really enormous potential if it were developed.

URL: https://forum.audiogames.net/post/429190/#p429190




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Re: Tentative Entombed 2 Design Decisions

2018-04-03 Thread AudioGames . net Forum — General Game Discussion : Orko via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Oh, just ignore it and it will fade away, just like all the other old threads.

URL: http://forum.audiogames.net/viewtopic.php?pid=358028#p358028




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Re: Tentative Entombed 2 Design Decisions

2018-04-03 Thread AudioGames . net Forum — General Game Discussion : darren via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

na we've seen the last I think of this. this thread should either be closed or deleted it's pretty much dead.

URL: http://forum.audiogames.net/viewtopic.php?pid=358024#p358024




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Re: Tentative Entombed 2 Design Decisions

2018-04-02 Thread AudioGames . net Forum — General Game Discussion : cj89 via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Is anything even happening with this game? I've played entombed and beaten it once. I liked the idea but sadly didn't find it all that engaging. I think a lot of it had to do with the baron landscape as others have suggested. That and I totally missed the hype train leading up to the game (if that was even a thing.) I played it about a year after it's release, probably because I had no idea it was even a thing until it was.

URL: http://forum.audiogames.net/viewtopic.php?pid=357999#p357999




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Re: Tentative Entombed 2 Design Decisions

2018-04-02 Thread AudioGames . net Forum — General Game Discussion : Taleria via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Dingo wrote:Great point about resting! It won't be done like Entombed 1. That type of resting mechanic is a bit old school now. There are a few ways I could solve resting.1: You automatically heal after an encounter. This is how many modern RPGs do it now. The encounter is the challenge, and if you pass it, no need to micromanage your character - they're rested up automatically. With this in mind, encounters could be more challenging because the party will be known to be at full health. I think this makes them easier to balance too.2: You can't rest. Your characters wear their damage until they've returned to a safe haven or healed by a battle action like a spell. This means the further you press on, the riskier the battles are. This could be difficult to balance. Some incentive would be required to urge the a player on. Better loot rewards? Bonus experience? This could be interesting, but a lot more thought would be needed.I know this is an old topic, but just wanted to chime in with thoughts about resting and exploration.Personally, I love exploration. For me, battles are tedious, but seeing new environments or finding interesting loot/locations and wandering around is stimulating. I like the idea to have more things in the environment to interact with. Climbing a tree or drinking from a fountain or even going swimming. Maybe that doesn't fit this genre. I don't know. But that's the kind of gamer I am.In terms of healing after fights, I'd love automatic healing, but that feels unrealistic. Not resting at all is also unrealistic. Entombed made it simple, which I like. If one has to find safe places to rest, my concern would be having a steady supply of healing/magic potions so you can always restock. Having food sounds more tedious than fun. I never enjoyed games where you had to worry about such mundanities as torches.I'm probably in the minority here, but wanted to get that out there.P.S. I think it'd be fun to randomize the order of environments, too. This way, you can't know which setting is coming next.

URL: http://forum.audiogames.net/viewtopic.php?pid=357978#p357978




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Re: Tentative Entombed 2 Design Decisions

2017-09-08 Thread AudioGames . net Forum — General Game Discussion : DustinVioda via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

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Re: Tentative Entombed 2 Design Decisions

2017-09-08 Thread AudioGames . net Forum — General Game Discussion : DustinVioda via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

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URL: http://forum.audiogames.net/viewtopic.php?pid=328723#p328723





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Re: Tentative Entombed 2 Design Decisions

2017-09-08 Thread AudioGames . net Forum — General Game Discussion : DustinVioda via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

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URL: http://forum.audiogames.net/viewtopic.php?pid=328724#p328724





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Re: Tentative Entombed 2 Design Decisions

2017-09-07 Thread AudioGames . net Forum — General Game Discussion : Haramir via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Swagtastic, I like the game and it's genry, but I completely agree with you there. The game is old and we have stuff that overcomes it in quality and is also free. Not trying to diminish the efforts of the developers or anything, but guess you guys got my line.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=328660#p328660





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Re: Tentative Entombed 2 Design Decisions

2017-09-07 Thread AudioGames . net Forum — General Game Discussion : Swagtastic via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

An update from the dev would be greatly appreciated, considering how much I love entombed.Alternatively, I'll mention this.. The original game should probably be made open-source or reclassified as abandonware. All of the bugs in that thing are nowhere near worth $40. It's pretty shitty business operation  to charge people so much for a clearly abandoned, half-finished product that doesn't, and probably won't receive, any additional updates. Though it's not the same type of game... Survive the Wild costs around a third of that at $15 for a premium account, and that game has 10x the depth, functions properly,  and actually receives updates. If the code for Entombed was put out there, i'm pretty sure there'd be a few people in the community that would jump at the oppurtunity to try to fix some of it's more irritating bugs. (Like the inability to use great swords that are incredibly overpriced.)Not trying to be a downer 
 or be Mr. Negative. Just putting my two cents in. People who disagree are entitled to that. Just my opinion.

URL: http://forum.audiogames.net/viewtopic.php?pid=328624#p328624





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Re: Tentative Entombed 2 Design Decisions

2017-09-07 Thread AudioGames . net Forum — General Game Discussion : michaelhoffman1976 via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I tink before you come out with a sequel you need to fix the bugs in one lol no offense

URL: http://forum.audiogames.net/viewtopic.php?pid=328597#p328597





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Re: Tentative Entombed 2 Design Decisions

2017-09-06 Thread AudioGames . net Forum — General Game Discussion : Rory via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I don't want to say for certain that its stopped, however the long silence from the developer has me thinking that its no longer being developed. I could be and hope I an wrong, though.

URL: http://forum.audiogames.net/viewtopic.php?pid=328548#p328548





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Re: Tentative Entombed 2 Design Decisions

2017-09-06 Thread AudioGames . net Forum — General Game Discussion : firence via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I've been wondering that for a long time. I really want to see this game

URL: http://forum.audiogames.net/viewtopic.php?pid=328540#p328540





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Re: Tentative Entombed 2 Design Decisions

2017-09-05 Thread AudioGames . net Forum — General Game Discussion : enes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

hi,sorry for reviving an inactive  topic,  but is this game still being developed?

URL: http://forum.audiogames.net/viewtopic.php?pid=328420#p328420





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Re: Tentative Entombed 2 Design Decisions

2016-07-02 Thread AudioGames . net Forum — General Game Discussion : firence via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

someone knows if this game still in development?

URL: http://forum.audiogames.net/viewtopic.php?pid=266619#p266619





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Re: Tentative Entombed 2 Design Decisions

2016-03-13 Thread AudioGames . net Forum — General Game Discussion : sswwaaiikkee via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

himaybe is news about entombed 2?

URL: http://forum.audiogames.net/viewtopic.php?pid=253836#p253836





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Re: Tentative Entombed 2 Design Decisions

2015-10-23 Thread AudioGames . net Forum — General Game Discussion : Socheat via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,Does this new version still coded in ms .net, or coded with another program like BGT?

URL: http://forum.audiogames.net/viewtopic.php?pid=235886#p235886





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Re: Tentative Entombed 2 Design Decisions

2015-10-23 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi.I just hope this game is still being worked on.

URL: http://forum.audiogames.net/viewtopic.php?pid=235901#p235901





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Re: Tentative Entombed 2 Design Decisions

2015-10-23 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hello;@slj; The game is still being worked on. I can assure you of that. But, we won't be seeing a release until perhaps summer next year or later.I'm happy to report that the beta build I tried works with NVDA, which is great because now I can press control to stop speech when I need to do so.

URL: http://forum.audiogames.net/viewtopic.php?pid=235939#p235939





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Re: Tentative Entombed 2 Design Decisions

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Mirage: What website are you looking at? I don't see any differences when going to the website...

URL: http://forum.audiogames.net/viewtopic.php?pid=235493#p235493





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Re: Tentative Entombed 2 Design Decisions

2015-10-20 Thread AudioGames . net Forum — General Game Discussion : Mirage via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I was looking at the link in post 286.

URL: http://forum.audiogames.net/viewtopic.php?pid=235544#p235544





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Re: Tentative Entombed 2 Design Decisions

2015-10-19 Thread AudioGames . net Forum — General Game Discussion : DakotahRickard via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi Jason et al.I've been wondering how things are going. Broke out my old copy of Entombed last night, and it made me think of the sequel. I'm usually not on here, but I figured what the hey.Figured I'd show a little support. Go Jason. Rock on.

URL: http://forum.audiogames.net/viewtopic.php?pid=235451#p235451





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Re: Tentative Entombed 2 Design Decisions

2015-10-19 Thread AudioGames . net Forum — General Game Discussion : welshweyr via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

[[wow]], I didn't even know this was happening and now it's already in alpha testing? That's awesome. I absolutely loved Entombed and, occasionally, I will still have a go at it. I think I was one of those who put a lot of support and effort into it and was therefore disappointed when my $40 netted a wonderful story but bugs that would suddenly and irrepairably derail your game after many hours of play time. I also got frustrated with the fact that the encounter numbers were set so that you'd quickly fight everything on the level and and then wander around for aes on the off chance that the random loot items were going to be worth your patience. Silversword has random encounters but they continue, albeit diminishing in frequency, as you proceed through dungeons. I'd probably rather see that to keep some variety.I'm excited to see how this progresses, especially if the idea is still in for having text files with modifyable monster stat blocks an
 d environment descriptions since I'm one of the many gamers who doesn't know anything about programming. I'm a writer though, and I create and run my own RPG adventures very frequently, so being able to create those visions as an interactive RPG computer game experience is pretty exciting.

URL: http://forum.audiogames.net/viewtopic.php?pid=235433#p235433





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Re: Tentative Entombed 2 Design Decisions

2015-10-19 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi, how to get the latest alpha of the game?

URL: http://forum.audiogames.net/viewtopic.php?pid=235461#p235461





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Re: Tentative Entombed 2 Design Decisions

2015-10-18 Thread AudioGames . net Forum — General Game Discussion : Mirage via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I just went to the site to see if Entombed II has been released, and it looks like it's a website for IPhone and Android games.Is Entombed II going to be for IPhone?That would be great!

URL: http://forum.audiogames.net/viewtopic.php?pid=235366#p235366





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Re: Tentative Entombed 2 Design Decisions

2015-07-29 Thread AudioGames . net Forum — General Game Discussion : The_Bearded_One via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi! So, Ive perused this website for years but this topic has driven me to sign up. I must say that Entombed2 is a very exciting idea. I think a base game with options for modding is a good idea. I recently introduced Entombed to my roommate and he loves it. After playing it for awhile and looking up information on the game online we finally cracked it open and began playing with things. We quickly changed music files and played with allot of things and figured what would allow manipulation. I suppose the file manipulation aspect of playing the game is rather unrelated but, as it has been said, it is going that way with allot of games. One of my favorite examples of modding is the Skyrim mod where images of dragons are replaced with images of MachoMan Randy Savage and the dragon music is replaced with Disco Inferno. I must say one thing though, I liked the sprawling size of the dungeon floors in Entombed, so, the circular hallway thing is pretty cool, but I think the junctio
 ns should become quite large potentially. Perhaps, some junctions could lead to whole other floors via portals and or stairs and these have one entrance/exit and could be many floors themselves. Sort of like the gnome mines in Nethack. This should of course appear in the normal game mode as an exploration option, if you think it has merit, and be something that users can mod later. Also, scoring should allow for the additional time such locations would add to the players score.

URL: http://forum.audiogames.net/viewtopic.php?pid=225893#p225893




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Re: Tentative Entombed 2 Design Decisions

2015-07-02 Thread AudioGames . net Forum — General Game Discussion : pitermach via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Sorry if I missed anything really obvious, but in any case is development on the mac version also still continuing? I only see a windows MSI setup on the page Dark linked to.

URL: http://forum.audiogames.net/viewtopic.php?pid=222323#p222323




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Re: Tentative Entombed 2 Design Decisions

2015-07-02 Thread AudioGames . net Forum — General Game Discussion : brad via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi.Yay the new entombed will let you use NVDA as your screen reader. Awesome. I know this because I downloaded the very very early game demo.

URL: http://forum.audiogames.net/viewtopic.php?pid=222319#p222319




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Re: Tentative Entombed 2 Design Decisions

2015-07-01 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Well nothing happened as you put it, the development is still continuing. The latest very early alpha now has the combat system and some items, but being an alpha its got plenty to add and has some bugs (for one thing its decidedly unbalanced as hell).Find the Website here where you can download it, though if you want to keep up with announcements and development Id suggest signing up to the entombed mailing list on google groups, The groups page is here Im guessing Jason will probably do as he did with Entombed 1 and only announce major changes on this forum, but keep all the actual bug testing and miner tweaks on the mailing list, so anyone interested in testing should likely sign up.

URL: http://forum.audiogames.net/viewtopic.php?pid=97#p97




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Re: Tentative Entombed 2 Design Decisions

2015-07-01 Thread AudioGames . net Forum — General Game Discussion : firence via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

what happened with this development?

URL: http://forum.audiogames.net/viewtopic.php?pid=72#p72




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Re: Tentative Entombed 2 Design Decisions

2015-05-31 Thread AudioGames . net Forum — General Game Discussion : fatih via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

hi,Im looking forward to the new version.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=218502#p218502




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Re: Tentative Entombed 2 Design Decisions

2015-05-24 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Yeah, probably not. Im having the most fun when a game surprises me by explaining details (or showing me details) in a set of rules I had never thought of before. It makes me respect the developer more for putting thought into it, and makes me like the game world a lot more because I feel like the developer actually tried to not stick to the stereotypical magic missile is for mages and druids can grow the same random unnamed tree anywhere type of game. My intertainment comes from seeing what a game is, and how smart it is about being what it is; for this reason I dislike games that set a fixed list of basic rules and then deny them whenever they feel like it.The uniqueness of a game is a very, very huge factor in whether or not I will enjoy a game or not, and I usually find games that are willing to go beyond the stenciled and shaded in box of comformity, generic high fantasy nonsense and unrealistic senarios produce interesting and new games, 
 because they decided to be creative about it. Basically, my point is, that I would like to see more stuff like magical lightning reanimating creatures into zombies than the mindless slashing of random enemies. I can probably understand not coding in a ridiculously pointless thing like electromagnetism unless it would be even remotely useful and fitting with the game, but when I say realistic I dont necessarily mean within the context of the real world, just realistic within the set of rules you create. Flesh out a system before its put into a game, otherwise its just another vague and generic walk around killing things sort of experience, and although the thematic context might be different, the gameplay wont be, and the gameplay is usually what a roguelike is all about.Anyways, I realize were straying away from the topic of entombed suggestions, so Ill put this subject to rest. Sorry for the interruption, and I
 ;ll be keeping an eye on the thread with high hopes for entombed II!

URL: http://forum.audiogames.net/viewtopic.php?pid=217589#p217589




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Re: Tentative Entombed 2 Design Decisions

2015-05-24 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Well I will agree with you about glass cannon mages and muscle head fighters and all the another expectable cliches being irritating, however as you observed yourself Entombed 1 certainly did have room to surprise you on occasion. The thing however I always loved about Entombed, and I dont think Ive played another accessible rpg that does it quite so well, is that its not just all about minimaxing to the set sterriotypes. You dont just put together the best race/class combo and most boost worthy set of equipment you can find then wail away, (this is one of the problems even with Angband sinse frankly the game becomes so prep and resistance heavy the exploration and immediate tactics really fall of the map). In entombed you need to play with what your given, which can more frequently mean gnome brawlers, fairy healers or ogre mages. This to me is more than enough to get around the usual sterriotypes without having to mess with complex prop
 erty systems too often, although if Jason wants to stick in anymore unintended affects thats fine too. Also however, note that exploration and out of combat encounters, searching for traps, unidentified items, crafting and finding treasure will all play a part in the game, sinse your absolutely correct that if Entombed 1 had a fault, it was the concentration on combat to the exclusion of all else. this is one of the things about Entombed ii that Im personally most excited about.

URL: http://forum.audiogames.net/viewtopic.php?pid=217606#p217606




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Re: Tentative Entombed 2 Design Decisions

2015-05-24 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Well I will agree with you about glass cannon mages and muscle head fighters and all the another expectable cliches being irritating, however as you observed yourself Entombed 1 certainly did have room to surprise you on occasion. The thing however I always loved about Entombed, and I dont think Ive played another accessible rpg that does it quite so well, is that its not just all about minimaxing to the set sterriotypes. You dont just put together the best race/class combo and most boost worthy set of equipment you can find then wail away, (this is one of the problems even with Angband sinse frankly the game becomes so prep and resistance heavy the exploration and immediate tactics really fall of the map). In entombed you need to play with what your given, which can more frequently mean gnome brawlers, fairy healers or ogre mages. This to me is more than enough to get around the usual sterriotypes without having to mess with complex prop
 erty systems too often, although if Jason wants to stick in anymore unintended affects thats fine too. Also however, note that exploration and out of combat encounters, searching for traps, unidentified items, crafting and finding treasure will all play a part in the game, sinse your absolutely correct that if Entombed 1 had a fault, it was the concentration on combat to the exclusion of all else.

URL: http://forum.audiogames.net/viewtopic.php?pid=217606#p217606




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Basically what I like to see in all games, but rogue likes especially, is a set of very basic global mechanics. Say gravity and light. And then there is a set of more specific events built using the fundamentals, so falling, or being blinded, or how you react to a lack of light. But then you start making it more complex, like you take damage after falling farther and farther, or glass prisms refracting light. And then expand from there with the gravity and falling concept to have different levels of constant pressure. But then you want a spell that does force damage. No problem, since you already have pressure or force damage from more basic principles already there. OS you use that. I like seeing things grow and progressively become more complex over time, and thats what I think separates a great roguelike from a good roguelike -- when basics concepts are used cleverly and realistically, to the point players start expecting extremely realistic results, and when they don
 9;t its this massive surprise and think think... oh shit, that seriously worked?If anyone hear has ever played lost souls or kerkerkruip, you know exactly what Im talking about. Because you can lick or poke a flaming creature and catch fire on lost souls, you can wear a blind fold in the hall of mirrors and in smoke to negate those debuffs, the chain golem and the swarm of daggers can rust, and you do get penalties for hiding if youre larger in kerkerkruip.

URL: http://forum.audiogames.net/viewtopic.php?pid=217503#p217503




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,@272, Unfortunately, due to the way the game is set up, it is impossible to make the game available to the iPhone due to apple being complete ass holes. Literally. Not only do you have to pay the fee for commercial apps, but they must not download any code or launch any code to be approved (app store review guidelines, sections 2.7-2.8, https://developer.apple.com/app-store/r … uidelines/). Its a shame what apple puts us app developers threw: Apps that do not perform as advertised by the developer will be rejected; Apps that read or write data outside its designated container area will be rejected; Apps that are primarily marketing materials or advertisements will be rejected; Apps that are intended to provide trick or fake functionality that are not clearly marked as such will be rejected; Apps that use location-based APIs for automatic or autonomous control of vehicles, aircraft, or other devices will be rejected; Apps that use location-based APIs for emergency services will be rejected (seriously?); Apps that provide Push Notifications without using the Apple Push Notification (APN) API will be rejected (I can use whatever API I want); Apps that create alternate desktop/home screen environments or simulate multi-App widget experiences will be rejected (Hey!); Apps or metadata that mentions the name of any other mobile platform will be rejected (Android, perhaps?); Apps that recommend that users restart their iOS device prior to installation or launch may be rejected (understandable); Apps that unlock or enable additional features or functionality with mechanisms other than the App Store will be rejected (I can use whatever purchasing mechanism I want!); Apps utilizing a system other than the In-App Purchase API (IAP) to purchase content, functionality, or services in an App will be rejected (again, screw off); etc. You get the picture. So no, the iPhone platform would be impracticably impossibly impossible.

URL: http://forum.audiogames.net/viewtopic.php?pid=217426#p217426




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

King of dragon pass very buggy? Hmmm, I have no idea where you got that from, Ive spent many hours with the game (quite literally), and found it nothing short of amazing, albeit a very different experience to something like entombed. take a listen to My podcast about the game for some information, plus feel free to post another topic sinse Kodp is awsome.Also, fyi, you might want to try a dark room, The ensign, star traders and solara if you think kodp is the only rpg on the Iphone, heck some of the choiceofgames titles boarder on being rpgs in themselves. This isnt to say there shouldnt be an Ios port of Entombed ii, although Im not quite as convinced its a priority when versions already exist for Mac and Windows, but it is certainly not true that Kodp is the only rpg available on Ios. As to multiplayer and especially pvp, well as I said on the entombed list, there are already p
 lenty of games available for people who want to do that sort of thing, muds, browser games, Ios titles like solara and Lords and Knights. What we lack in accessible terms are single player rpgs, just you and your whits against the dungeon. If there was multiplayer in the game Id prefer it to stay as some sort of minimal form of interaction, rather than a massive player vs player or player cooperative hack sinse both can be found elsewhere, rather like the bazaar was intended to be in Entombed 1, or the way multiplayer works in Castaways where you get an extra person turn up in your village based on whoever is online at the time. One idea for example might be to have the game check who is online, and generate equipment based on the people it finds which you will pickup in the dungeon. For example, if I were playing at the same time as someone else, they might find Darks splended steel longsword of strength kicking around in their game. Ano
 ther idea might be to take a leaf from castaways, and have a town building listed as say dungeoneers guild which, when you go in there will give you an ally based on the principle character of someone else who is online at the same time, so for example if someones primary character was a dwarf paladin called Grot, youd see Grot the dwarf paladin in the Dungeoneers hall, and could hier him to come along and fight as a computer controled ally.Another idea might be to have a mechanism which rewards all players in single player game based on whoever completes the game and how well they do, for example you could get to town and find the message so and so has conquered the skeleton tower, you recieve x amount of gold or some other currency. of course this would be a much later development than were currently thinking, but my point is that if some sort of multiplayer interaction is in the game, Id p
 refer it to be at best a minimal acknoligementt which leaves your own party free to be the heroes, not to turn Entombed into yet another pvp hack.

URL: http://forum.audiogames.net/viewtopic.php?pid=217424#p217424




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : johnnyto via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

yea Ive tried those games like solara and papa sangre, etc. etc. but couldnt find any game like this for the iphone, and apple is SO TIGHT on their rules for developers lol.I meant to say that kodp is the one of the only good games on the iphone I have tried so far, and im not sure but I experience a lot of bugs with the game (possibly because I have the iphone 6?)in terms of multiplayer, I agree that the game should focus on single player, but I guess I am missing diablo 2 lol

URL: http://forum.audiogames.net/viewtopic.php?pid=217439#p217439




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

There are lots of good games for the Iphone, Audio defense, Dark room, Star traders etc, though i agree Kodp is exceptional. If your sure what your encountering with Kodp are actually bugs and not just complications with the interface (Kodp is an awsome game, but learning it isnt easy), then maybe you should go to http://www.a-sharp.com/ and report them, (the developers are very good and do answer questions0. Getting back on track however, Diablow from what I understand is a very different beatst to entombed, sinse hwile it does have random area generation a lot of the combat and mechanics are real time. If you want something like that Id suggest looking at some of the muds like alteraeon, Aadwolf, MAteriamagica or godwars, especially Alteraeon because it has such an extensive soundpack its pretty much an audiogame in its own right. Real time combat though isnt a thing in entombed, indeed turn
  based combat in Entombed ii is going to just get more tactical which will be awsome.

URL: http://forum.audiogames.net/viewtopic.php?pid=217464#p217464




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

How do you even play Kerkerkruip, anyways? Ive never even gotten it to work. I launch the executable and nothing speaks.

URL: http://forum.audiogames.net/viewtopic.php?pid=217484#p217484




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Soul Keeper via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Alright, Im finally caught up with all these posts. Now its time for idea. Although I can promise detail for each entry, I cannot promise organization of the list (as usual).-Size: Why limit size to living things? Would it make sense for a giant troll to wield a tiny dagger or a two inch pixie to heft a titanic scythe? You could even do the same with armors, and impose some kind of similar restriction with languages on scrolls.-Lore: Sticking to that idea about languages of scrolls and tying into the mechanics for dungion exploration, why does it all have to be strictly environmental in a room sense? What about skills like arcane lore to know what a potion is or legend lore to know about certain creatures or tomes that you can find in chests, etc.-Tomes: My idea for tomes (that you find in chests or on random dead opponents) are kerkerkruip-esk. For those who havent played kerekrkruip, basically, the tomes have a drastic effect on the environme
 nt. I probably dont mean the entire dungion in this case, just the floor. So for example: You read the heavy blue-covered tome with silver title (heavy blue-covered tome with silver draconic runes if you understand the language, the tome of eternal frost if you have enough applicable lore skills). The tome dissintigrates into a swirling cloud of mist which expands to coat the entire floor. The whole dungion floor has been covered in a thick layer of ice, making it extremely dangerous to move too much! So then people could slip on the ice while dodging or attacking, temperature would drop to effect different spells and skills and stuff, and could even melt into water. Basically, what separates roguelike from dungion crawl to me is the mechanics. When thhe mechanics are a whole set of intelegently interlinked things (you could use the depth mechanics of the ice to change the height of passage ways, and use the same height/depth mechanic for th
 e water or for inclines/declines in hallways or even for swinging swords or different ypes of spells) it makes things interesting. YOu have to think realistically about how something would logically effect something else. When the mechanics are there but not really actively used or smartly used, or used on a when it suits me basis, then I dont have much fun playing the game because I am constantly bothered about how stuff should work a lot more realistically. This is probably the reason I have so much praise for kerkerkruip. I have been playing that game for quite a while, and I am still discovering stuff. Anyways, getting a bit off track here, next.-trainers: I personally liked that idea a bit. Each class has a randomly generated handful of skills they can learn from trainers, random runic inscriptions on cavern walls, from items or from quests from a list of learnable skills that exist, but that you cannot learn through leveling or at the start of the game.
  So it would be a nice thing to look forward to, and a subtle kick in the nuts of you were expectin git and building a strategy around the eventual attaining of that skill, and then finding out its random. Since the keyword of this thing seems to be random, I think it would be fitting to make people not be able to rely on a repeatable experience.-Religion: Rnaomdlly generated shrines and temple rooms to different gods, where you can sacrifice items and pray for favor. You could even make it so that anyone could get favor and scrolls and stuff from the god, but clerics can actually expand their powerset, and temples would be their kind of randomly generated trainer.-Percentages: I like the idea of reward for risk thing, but I dont like the idea that whoever plays the riskier option will always be better off than the person who plays it safe if they succeed. So my suggestion is make it all percentage base. There might be a 10% base chance of getting
  a truly awesome weapon load or a very powerful monster load (like the general orc in an army of orcs), but that increases the more things you kill without resting. So anyone could get anything, but actually trying to get something awesome will result in just that: a better chance of getting that something awesome.-pets: I would like pets to be just as much of a task of powering up and armoring as you. So you could raise your wolf, give it armor that would fit a wolf, etc. But what if you found a dragon egg in the treasure horde of a dragon and it hatched later on in the dungion, and as it grew it became more powerful and eventually got a firebreathing ability? Leveling a pet would be pretty neat.-traps: When I say traps I dont just mean you step on a concealed rock and are hit by a buolder! Or you are sliced by a blade that falls from the ceiling! I mean stuff like falling to the floor below byt having your legs broken, noxious fumes that debuff you fo
 r a while, spikes that slide out of the bloor and make you take damage as you walk, etc.-corruptions: Why make them 100

Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Ethin, you just need to download the glulks story file for kerkerkruip and have a decent inform 7 interpreter. the windows installer will do you no good sinse it prinstalls the game with the gargoyle interpreter and isnt accessible. Go and check the kerkerkruip page in the db for details, start another topic if you have more questions. Id highly rthe game ecommend , Kerkerkruip is an awsome game though I do wish it had more exploring. @Soul keeper, interesting points which I will address. First, size as regards weapons at least was in the original game. Fairies couldnt wield anything but a dagger, and races like ogres could wield two handed weapons one handed, indeed this was often a good reason to use growing or shrinking. As regards armours, the problem is that might be a little too difficult in terms of game balancing, sinse hay if you dont come across any ogre sized armor youll be in trouble and youd always be playing roulette
  as regards your party vs enemies, plus of course it would make looting gear near impossible in some regions of the dungeon. If something like that was to be in the game, Id personally suggest rather than restricting who could wear the armor, give a penalty based on how well or badly the armor fits, though again how much this would add to the game and how much it would just be annoying given you wouldnt mostly get a choice about it I dont know. With Languages and scrolls, again my problem is how much does this add to the game. The point of having unidentified scrolls is that you then have to choose whether to risk geting yourself smooshed with nasty magics or not use the scroll, but how much actual interest would it be to get a scroll in elvish when you had no elf and needed to pay for a translation in town? again, this doesnt really seem to add much to the game accept finding lots of things you couldnt use. As to environments
  and arcane law, well knowing what was in a chest or how to identify a magic item are in fact just what I was thinking earlier in this topic with my suggestions of environmental interaction.As regards tomes causing special effects according to their interaction with things, on the one hand I do like this idea as it ties in with my special battles suggestion, on the other however, it would mean a hell of a lot more work and would also be very difficult to mod. Entombed has far more objects, locations, monsters spells and items like kerkerkruip and deciding how a generalized affect works with all of these could be a really major hassle programming wise, which is why I suggested earlier that special battle conditions be restricted to a class on their own. I could see tomes which affected the environment causing a specific subset of special battle conditions, but having them interact with things like hallways in the dungeon and what items you carry could be a real pig in te
 rms of programming all the connections, eg, I wouldnt mind a tome of eternal frost causing everyone some cold damage in a battle and making people occasionally slip on the ice, but making it specific enough to say make all chests stiff and hard to open due to the cold or make some hallways in the dungeon impassable is likely going far too far.Personally Im quite content to handle a game as a game so long as it treats its subject consistantly and gives fun things to play with. Im not sure on religion, sinse religion really is Kerkerkruips mechanic and it doesnt seem right to pretty much just try and streight off replicate something from another game, particularly sinse entombed is based on handling several party members together (I really cant imagine in kerkerkruip terms worshippers of aite and worshippers of Hern on the same team and both ganing favour). Plus of course judging by the holy and unholy oposition in Entombed I alw
 ays got the impression things were a bit more monotheistic inentombed world anyway, not a place full of capricious gods with their own whims and desires. On risk reward, to be honest what youve described with increasing chances of reward rather than an either or setup is just as I thought it would work, for example if you have a %2 chance of getting an epic item after each battle, which chance doubles for every five fights without resting. the only unique thing would be what monsters you encounter sinse a person who doesnt go through without resting doesnt mean the rarer monster types. I very much agree with you on flavour text being a good thing and different sorts of traps that have different effects, and finding unusual pets would be cool indeed, though Im not really sure on pet armor (sinse really, wolves dont wear armor). As to environmental based skills again, it would depend upon creating a class of environments a
 nd affects to trigger them and then use skills, but with the problems of entombed taking place over several floors and many fights Im not sure how workable this would be, after all it wouldnt

Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

To be honest that is more the sort of thing I expect in interactive fiction or at least games with an interactive fiction style setup with rooms, halls, a number of interactable objects and effects etc than an rpg like entombed, Entombed is all about the judgement and the tactics and playing with what you have over time.For example, yes, it might be realistic that if an enemy hits you with a fire attack wooden items catch on fire and can be destroyed, however if the game had generated an exceptional bowe for the ranger in your party, itd be just plane annoying for it to go up in smoke just because a fairly common attack had been used on your ranger, indeed itd make all wwooden weapons and the jobs that depended upon such very much more useless than they should be. Similarly, Kerkerkruip has light levels and a hall of mirrors and being blinded or wearing a blindfold, but Entombed is a much, much, muuch bigger space than kerkerkruip, so to make a light 
 property work would be ridiculously complex and likely only crop up some of the time, ditto with gravity, sinse frankly in entombed you dont play a single character but a party so what would be the point of gravity in the game? My question with all these things would be what does it add to the over all experience not is it realistic (even if that is a term you can apply to such fantastical games and concepts). Entombed does have some universal concepts such as size and hardness that affect many properties, and Jason has said with crafting there will be more.Still, I suspect this is something were not going to agree on, sinse to me fun and good game mechanics to play with would always trump some sense of realism, and it really doesnt bother me if technically my druids earthquake spell shouldnt have been used underground, provided earthquake is tactically interesting to play with.

URL: http://forum.audiogames.net/viewtopic.php?pid=217526#p217526




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Re: Tentative Entombed 2 Design Decisions

2015-05-23 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

To be honest that is more the sort of thing I expect in interactive fiction or at least games with an interactive fiction style setup with rooms, halls, a number of interactable objects and effects etc than an rpg like entombed, Entombed is all about the judgement and the tactics and playing with what you have over time.For example, yes, it might be realistic that if an enemy hits you with a fire attack wooden items catch on fire and can be destroyed, however if the game had generated an exceptional bowe for the ranger in your party, itd be just plane annoying for it to go up in smoke just because a fairly common attack had been used on your ranger, indeed itd make all wwooden weapons and the jobs that depended upon such very much more useless than they should be. Similarly, Kerkerkruip has light levels and a hall of mirrors and being blinded or wearing a blindfold, but Entombed is a much, much, muuch bigger space than kerkerkruip, so to make a light 
 property work would be ridiculously complex and likely only crop up some of the time, ditto with gravity, sinse frankly in entombed you dont play a single character but a party so what would be the point of gravity in the game? My question with all these things would be what does it add to the over all experience not is it realistic (even if that is a term you can apply to such fantastical games and concepts). Entombed does have some universal concepts such as size and hardness that affect many properties, and Jason has said with crafting there will be more.Still, I suspect this is something were not going to agree on, sinse to me fun trumps realism every time.

URL: http://forum.audiogames.net/viewtopic.php?pid=217526#p217526




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Re: Tentative Entombed 2 Design Decisions

2015-05-22 Thread AudioGames . net Forum — General Game Discussion : johnnyto via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

please please pleas please please pleaseport this game or even entombed 1 to the iphone!!will def buy it...and will solve the problem of KoDp being the only good (yet very buggy) RPG game that is accessible for the iphone.And I think everyone will agree that the iphone is easier to carry around than a laptop.lol #teamIphoneanyways but cannot waitfor this game to come out, sounds great.just one question though, any chance entombed 2 could include a multiplayer coop? even possibly exclusively for the full game buyers? something like diablo 2 with parties raiding the dungeon but in this case its the floors of the skeleton tower lol

URL: http://forum.audiogames.net/viewtopic.php?pid=217419#p217419




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Re: Tentative Entombed 2 Design Decisions

2015-05-21 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Well Ethin, it is true that the game code of Entombed ii is written in Lua, however how easy it will be to actually muck about with by just learning some lua as you put it I dont know, and after all, if Jason adds things like special battle events and corruptions as basic functions of the game, it means adding more later on would be far easier with the mod scripting. I for one would be fairly worried about messing with the battle generation code in such a way as to create random specials for battle sinse itd be very easy to mess up I think. Corruptions would likely be easier to add on a coding standpoint, though again itd make life much easier if Jason just added in the capacity and gave us scripts to play with. Plus of course, remember that Entombed ii is more than just a collection of script files, its a game as well, and I personally made both the special events and corruptions suggestions on the basis that the game might be mor
 e fun with them in place than without, whatever may or may not be hypothetically possible to create in some future mod down the line.

URL: http://forum.audiogames.net/viewtopic.php?pid=217163#p217163




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Re: Tentative Entombed 2 Design Decisions

2015-05-21 Thread AudioGames . net Forum — General Game Discussion : jsymes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Dark, achoo!  But seriously, I am looking forward to the modding abilities, Ive already got at least one idea in mnd, perhaps two.

URL: http://forum.audiogames.net/viewtopic.php?pid=217175#p217175




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Re: Tentative Entombed 2 Design Decisions

2015-05-21 Thread AudioGames . net Forum — General Game Discussion : Tikki via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,oh yeah, just imagine a your feline character going into battle and a message comes up, saying that one of your opponents cant fight properly due to sneezing caused by an allergic reaction. That would be hilarious! But to get back on track here, the ideas floating around here are really great and it would be amazing if even some of them could make it into the game. Ill eagerly wait for new versions and see where it goes. This game could become absolutely amazing with all these suggestions in it.

URL: http://forum.audiogames.net/viewtopic.php?pid=217198#p217198




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Re: Tentative Entombed 2 Design Decisions

2015-05-21 Thread AudioGames . net Forum — General Game Discussion : lukas via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Not to mention that the core of the game itself is not written in Lua, as far as I understand it. So whatever things and events we will be able to mod using Lua scripts in the end, Jason will have to make them available for us to mod first in the core code.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217193#p217193




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Dingo via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I think the grow and shrink spells improved damage because the game compared the size of the attacker and defender and scaled the damage by how much of a discrepancy there was. Growing your character also made it easier to knock down smaller enemies.Still working on the next test version. Ive written in many of the systems the game will rely on: items, weapons, armor, character skills, and so on.

URL: http://forum.audiogames.net/viewtopic.php?pid=217037#p217037




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Ah, that was probably why I never noticed a big damage difference, sinse most of the character races in entombed 1 are actually small, gnomes, halflings, dwarves, fairies (which are really! small), kobolds, and ratkin. I also got the impression that elves and goblins werent exactly hulking either. In fact now I think about it, it is odd how many magical races are tiny,  well not odd really, theres after all a hole tradition of celtic myths about elves and fairies which werent called the little people for nothing, not to mention Norse traditions about dwarves. So, methinks we need some larger (or at least human sized), races in the game to play such as dragonutes, maybe felines (to keep all the furry fans happy), perhaps drow, maybe lykans.

URL: http://forum.audiogames.net/viewtopic.php?pid=217056#p217056




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Tikki via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,Im really looking forward to the new entombed and am following this threat with interest.So, after the last post, I just wanted to say that felines as a new race would make me a really happy furry fan indeed!  These would be really quick and dextrous, but not as strong, but intelligent enough to learn some nice magic too. And since they should have claws, they should be able to attack unarmed quite effectively! Just my thoughts. 

URL: http://forum.audiogames.net/viewtopic.php?pid=217072#p217072




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Tikki via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,Im really looking forward to the new entombed and am following this threat with interest.So, after the last post, I just wanted to say that felines as a new race would make me a really happy furry fan indeed!  These would be really quick and dextrous, but not as strong, but intelligent enough to learn some nice magic too. And since they should have claws, they should be able to attack unarmed quite effictively! Just my thoughts. 

URL: http://forum.audiogames.net/viewtopic.php?pid=217072#p217072




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Tikki your certainly not the first person who fancies a feline race in the game, and while I dont specifically go for the hole firry thing I can see they could be fun to play, especially unarmed. Thinking about the game and battles this afternoon a couple more suggestions occurred to me. Firstly, the chance of randomly occurring special circumstances for battles. Anyone who has played Smugglers 5 (either one), will know what Im thinking here. For those who havent, what I mean is that occasionally (say in a one in ten chance), you get a message at the beginning of a battle about some factor in the environment that has a major effect both upon you and the enemies and will change how a battle is fought. For exampl: you notice a glowing symbol on the wall and recognize it as an anti magic glyff. All magic is disabled or This is a narrow passage, you will only be able to attack in single file. No switching ranks, a
 nd only one person on each rank or The floor of this chamber if thick with oozing mud. All combatants have their speed reduced and are easier to hit Other effects could involve random damage or conditions occurring, eg, a volcanic cave where random bursts of lava occasionally damaged opponents, or a cave thick with poisonous mould where everyone risked poisoning, actually there are lots of possibilities.This sort of thing would mean yet more randomness for the game, and of course the need to change up your stratogy. In addition, it would be cool if you could tie these sorts of special events to a theme on a given floor. For example if there was a floor which was an old mine like in Entombed 1 have it full of unstable rocks that occasionally crashed on opponents, or the need to work around chasms or stalaktites, while a volcanic level, in addition to being populated with firy creatures might have lots of lava pits and flame bursts to work
  your way around. This was something I always thought might be fun in original Entombed given that some flaws did get a little draggy with repeating monsters, but even though Entombed 2 is set to be randomer than its predecessor (and randomer is a totally cromulant word), a little more couldnt hurt. Secondly I was thinking about status effects. The entombed 1 ones such as zombie rot, sleep, and poison, and indeed the buffs like haste or regeneration were very cool, and Id be glad to see them again, not to mention some new ones, fear to stop you attacking, strength or coordination boosts etc. However, it also occurred to me there could be other effects that played a slightly different part in the game. These you could call corruptions. What Im thinking is effects that dont immediately do anything bad, and dont increase unless you get jabbed with that effect again, however unless you watch it that effect builds up until nasty st
 uff starts to happen and eventually you lose the character altogether. one example I remember from one Angband varient I liked was slime. if a creature hit you with a slime infection, it wouldnt do much just add a few points of slime you could view on your character sheet. When however you started to get higher than 20 slime you began to move more slowly, occasionally youd start dropping your weapons, youd find yourself taking acid damage as your body turned to slime, and if you got over 30 slime that was that, youd been turned into a humanoid blob of slime and were doomed! (yes, you can all go yech now). Another example I remember reading about in one game was chaos taint. If you got hit by a chaos creature you started to build up the taint of chaos. At a certain level, random chaotic things would start happening, like youd grow thorns on your skin, morph into other forms, or send out waves of dark energy that stunned everything around yo
 u. chaos got too high and boom! you ended up completely losing yourself to chaos and became a chaos beast.Another example might be vampirism. Lets say being hit by one vampirism attack didnt do much, however once your character got to say around 12 vampirism, theyd randomly start performing a bite on other party members or enemies which would in turn increase their vampirism until eventually they turned into a full vampire, became a monster and needed killing. Other examples could include possession by spirits, madness, or lycanthropy.The thing with corruptions, is that they are a thing you manage throughout the game, sinse unlike other status effects like zombie rot or poison, they wont just go away after time, but in themselves at low levels theyre not too nasty, theyre just something that sits there in the background and before you know it bam! Also, corruptions by their very nature are harder to cure, you cant 
 just rest or glug down a potion, often to reduce or cure corruptions takes either special items or actions,  for example finding specific holy shrines while adventuring and preying to the right deity, getting specific blessings from items

Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : lukas via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

[[wow]]! I start seeing how I missed out on a huge lot of things when Ive never had the opportunity to play many RPGs or roguelikes, with a sighted friend or something like that.The whole idea of random environmental factors, or some specific ones being tied to a certain floor or room, and especially the corruptions thing sounds absolutely fantastic to me! Im only starting to be able to imagine how much more complex something like this would make the entire game. No matter how cool it sounds, I doubt the full extent of what you suggest will make it in at the end, as that would probably mean more coding and implementation difficulties than Jason is willing to for, when these things havent been planned since the very beginning. But after all, what do we know? :-) Im just going to wait for the next test version and the ones after that to see whats in store for us, holding my breath. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=217092#p217092




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : jsymes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

felines, oh dear, I hope that doesnt mean Ill become allergic to Entombed II. 

URL: http://forum.audiogames.net/viewtopic.php?pid=217101#p217101




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi,Remember that you can add these suggestions in yourself (learn some Lua and go at it) so yeah.

URL: http://forum.audiogames.net/viewtopic.php?pid=217119#p217119




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Re: Tentative Entombed 2 Design Decisions

2015-05-20 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@jsymes, all felines will have a cause sneezing attack! . @Lukas, actually the random environmental thing (though it certainly exists in many inaccessible rpgs that I happen to know something about the mechanics of), can be seen in two very good accessible games, Smugglers 5 (both Secession and invasion), and Kerkerkruip. Smugglers 5 actually has the random special events occur every so often during battles, while Kerkerkruip has them in a dungeon environment, but they work the same way. In terms of coding, part of the thought with these ideas is they add a lot of complexity without! extensive code reshuffling, though being as I dont know how the Entombed ii code works I could of course be wrong. For example, if you have a poison effect already in the game it should be easy enough to set it to trigger in battles and affect all npcs and p
 layer characters, similarly, doing damage every round should just mean a matter of effectivey just attacking everyone in the round with a certain damage type and attack occasionally (and my understanding of random dice rolls dont tend to be hard to program).Whether the random special encounters could be made specific to a floor or there would need to be one huge pool of them for the entire dungeon I dont know, but the basic idea shouldnt be a problem in theory albeit I might be %100 wrong. Same goes for corruption, its just a matter of tracking a value and having affects happen when that value hits a certain point, no different really to tracking character hp. Again, how random effects get and what happens when corruptions hit certain levels could be interesting programming wise, but basically having a value that increases until it goes boom shouldnt be too problematic, (indeed probably less so than conditions like slow or sleep). I
  will admit with Angband i did get very lucky in finding the one roguelike which had both large graphic tyles that I could see and screen reader friendly output as well (Ive tried several others but no dice), however the corruption idea is one Ive heard of in lots of games,  heck quite a few of the choiceofgames titles use something similar, not to mention the hyper nasty erotic rpg Flexible survival. That one is! accessible if people want to give it a go (check the database however be sure to read the description), although i found it far too uncomfrotable to play personaly due to my genophobia.

URL: http://forum.audiogames.net/viewtopic.php?pid=217118#p217118




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Re: Tentative Entombed 2 Design Decisions

2015-05-14 Thread AudioGames . net Forum — General Game Discussion : arjan via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I doubt assigning experience levels to monsters is such a big issue. Named monsters already had levels to my knowledge, in either case their skils were sometimes maxed out, they could throw multiple firebolts at once, they did more damage and their stats were higher too. I think if all the hall of mirror monsters would do that then itd have been fine.There actually were very few monsters which were really dangerous, it was mostly quests with all named creatures, cockatrices, spiders and snakes. And zombies to some extent., but cure zombie rot potions werent all that hard to come by.

URL: http://forum.audiogames.net/viewtopic.php?pid=216289#p216289




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Re: Tentative Entombed 2 Design Decisions

2015-05-14 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Your correct on the named monsters and levels, though I suspect entombed 2 will generate things slightly differently. Entombed 1 had a rather uneven difficulty as you said mostly due to the hole hardness business, mostly it was tough up to to floor 8 and then levelled off accept for some specially nasty quest mobs and bosses, but sinse entombed 2 is going for a rather different emphasis with you choosing what risks to take in terms of exploration as opposed to trying to go through everything, well see what the generation process is like. heck, even the rank system will create some differences, sinse now if there are monsters like those shreaker mushrooms that just cast spells, well they wont be so easy to get rid off if they have something tougher standing between them and you.

URL: http://forum.audiogames.net/viewtopic.php?pid=216296#p216296




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Re: Tentative Entombed 2 Design Decisions

2015-05-14 Thread AudioGames . net Forum — General Game Discussion : dan_c via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Ive recently been playing around with entombed again and can confirm that grow/shrink allows assassins and other characters that dont say have great axes to do max damage with their weapons. Good thing too, as I was always a little disheartened when I got a primary class thief. Im incredibly excited to see how this game develops, one of the things I loved about the first entombed was watching it grow from virtually nothing. 

URL: http://forum.audiogames.net/viewtopic.php?pid=216380#p216380




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Re: Tentative Entombed 2 Design Decisions

2015-05-14 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

im not sure, but one of the problems I thought with grow or shrink is it only affected natural attacks, it never seemed to make a difference when attacking with weapons, either way hopefully this is something Jason will fix.Balancing monster difficulty is indeed an issue. The problem with the hall of mirrors was indeed that all the enemies were basically generic level one characters of the allied races, however I think this was one idea which perhaps never worked out sinse I always got the idea these were supposed to be some sort of magical constructs hiding a nasty secret, but the nasty secret never got revealed. Im not personally however sure that actually assigning an experience level to most monsters is a good idea, rather than just giving monsters a starting set of hp, hardness, maybe size etc and assigning them to an appropriate dungeon floor, after all it would be much easier to say calculate a half giant to start with 1000 hp, a size of huge
 , a strength of 70, an intelligence of 20 and a hardness of %20 to be on floor 18, than to try and calculate the starting stats for a half giant, how much hp etc they should recieve each level then add it on to however many levels they recieve on a lower dungeon floor. As I said, the main trouble with the hall of mirrors was the generation of all the creatures as level 1 humans and dwarves etc, where as probably to make that sort of thing happen they ought to have been calculated as new creature types eg human reflection, dwarf reflection with unique stats to match the area. Then again, generation of level one creatures with reset stats was one of the more infamous bugs of Entombed 1.Btw, thinking in terms of giants, that was one type of monster where it always did rather confuse me that there was only ever one sort of giant in the game. if you look at the dD manual there were a number of different types of giant rather like the 15 or so different species of
  dragons, all with slightly different properties and affinities but all nasty enough or a game. Fire giants, frost giants, storm giants etc. If weve got elemental damage, then why not elemental giants or giants with slightly different abilities? I also as I said always liked to see different types of monsters from the humanoid or monsters with different abilities, indeed it always slightly confused me why bugbears could wield weapons and attack rather than just being giant bear like creatures with insect claws or why creatures like imps, sprites and satirs didnt have more magic or unique abilities about them, troll regeneration, lizard men spitting acid etc.Of course, humanoid creatures with jobs like the player characters are always fun to fight occasionally and things like goblins and ogres definitely work in this vane, but a bit of variety never hurt, and there are plenty of icky monsters that could inhabit the lower floors and wouldnt 
 take too much by way of extra sound from various sorts of giant worms, mushrooms and slimes, to insects, spectral creatures, undead, magical constructs of stone and metal, and of course everyones favourite those good old gelatinous blobs! .

URL: http://forum.audiogames.net/viewtopic.php?pid=216248#p216248




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Re: Tentative Entombed 2 Design Decisions

2015-05-14 Thread AudioGames . net Forum — General Game Discussion : arjan via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

From what I could gather when playing around with grow/shrink spells, size of the creature used to directly influence the amount of damage the creature would take. Casting shrink on a troll would make it much easier for your wolf to do damage (although it was sadly still always limited to 8 damage, as with every other creature). There were actually two ways to do this: cast grow on your pet, or cast shrink on your enemy. Both would yield about the same results.Im sure there could be many small creatures on the lower dungeon floors, such as drow, imps, derro,, different kinds of insects, etc. I also liked shrieker/carnivorous mushrooms, but they werent all that strong either.I liked the hall of mirrors floor for that reason, because it was populated by humans and dwarves and such as well. Unfortunately they were very weak, because they were only level 1 unless they were named. This also meant they were worth nearly no experience. Maybe this could be solved b
 y raising the level of monsters as you go further down, that way they wouldnt cast useless 9 damage ice blasts that would hardly bother you. After all, one would wonder how somebody manages to get down 19 floors with a spell that only does a few points of damage.

URL: http://forum.audiogames.net/viewtopic.php?pid=216246#p216246




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Re: Tentative Entombed 2 Design Decisions

2015-05-14 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@garrett, Hell yes, but hopefully moderately fair hell if such a thing exists, ie with good stratogy your not just super dooomed! . @Arjan, Yep, now you mention it silence did exist, but only as a scroll from what I remember not as a regular spell or ability for any characters or monsters. I know Jason is planning on rejigging the hardness property in Entombed 2, sinse frankly in Entombed 1 it got a bit silly, what with stuff like your wolf and all ranged weapons becoming literally useless, and even tough ones like steel weapons barely causing a scratch (the assassin with the crytical hits skill was almost a prerequisite for melee fighters in entombed 1 to do any damage at all at lower levels). From what Jason said earlier in this topic, I do know that magic and ranged attacks will have different hit properties, and doubtless this will affect hitting different body parts too so just as its easier to hit someone in the torso with a sword the same will be true for an arrow, (hay its a bigger target wherever your standing). I was never exactly certain what the size property did in entombed 1, sinse it always seemed to be honest that using shrink on enemies or grow on your own side had weerd effects, and often didnt change what damage was done. The only major difference I noticed is a larger size creature could more easily knock down a smaller one. I will say though I love the idea of relative creature sizes playing a part in what body parts can be attacked, or at least the chances of what body parts can be attacked. This wouldnt be too hard to program or convey to the player, sinse all youd need to do is have some basic size categories to assign to creatures which could be read in stats, and then calculate some miss averages on upper limbs and head relative to difference of size categories for standing creatures. For example say your size categories were tiny (under 2.5 feet), small (2-5 to 4.5 feet), average (4.5 to 6.5 feet), large (6.5 to 8 feet), huge (8-12 feet), giant (12-16 feet), gargantuan (16-25 feet), and titanic (25 feet plus), and then calculate a miss chance on targeting the upper limbs or head at a rate of %5 additional misschance for short melee weapons or %3 per level for long melee weapons, with £%1 for ranged or magic. So that way if your small hobbit was trying to hit a huge troll in the head with his shortsword hed been looking at a %15 misschance, though of course to save swapping the entombed 1 hardness problem for an entombed 2 size problem youd also need some smaller but tougher creatures on the lower dungeon levels too such as imps or wights rather than just having the entire place populated by massive trolls and hulking giants. This also makes me think about flying creatures, sinse logically if something is flying it should both be harder to hit, but also be less able to get up once brought down as well (and who wouldnt want some specific anti flight items or spells). Definitely plenty of possibilities to play with here.

URL: http://forum.audiogames.net/viewtopic.php?pid=216196#p216196




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Awsome! both the identification of items and the prefix/suffix property system were things that never really seemed to get off the ground in Entombed, and I love the risks inherent in deciding whether to try out unidentified items, particularly if there will be specific types of items other than weapons and armor such as wands, rods or runestones that casters can hold in their hands instead of weapons.Just one question, what happenes with cursed elemental weapons? I can see how cursed elemental armor would increase your weakness to a given damage, eg, a cursed breastplate of earth would mean you take more damage from earth type attacks, however what does a cursed sword of earth do? One rather fun idea (and one that definitely goes for cursed weapons), might be that while the enemy takes the normal weapon damage, your character is the one who gets inflicted with the elemental damage. So, if a cursed axe of fire did 5 slashing damage and 3 fire damage, the person
  swinging it would take the three fire damage instead of the target. The same could go for status effects as opposed to curses, so say a cursed poisoned dagger poisons the person who attacks with it not the one who gets stabbed. I rather like this idea, sinse it makes cursed weapons potentially much nastier than just giving you some negative stats and would also mean you might have to change tactics, sinse while a fighter with a cursed sword of strength could keep wailing away just getting less bang for their buck so to speak, a fighter with a cursed sword of lightning or a cursed mace of wrot might have to stop melee attacks in battle altogether until they can be decursed. You could also consider separating out the anticurse effects too, say having a comparatively common remove curse which let people drop cursed items, and a much rarer clense which actually removed the cursing from an item. This way you would make curses harder to deal with and more of a tactical decision, (
 sinse if you had remove curse you might want to risk trying an unidentified item, while if you only had access to cleanse you might want to cleanse and use it), and would also be able to split curse removal between different jobs thus going along with the cooperative party structure of the game. For example you could give the Healer the remove curse ability (sinse that is to do with peoples boddies), and giving a clerric, priest or even wizard job the cleanse ability to deal with items, particularly if curse removal is (as I hope), going to be a separate business from curing negative status affects such as sleep, poison, silence or slow.Btw, while were thinking status affects, two affects I dont recall from the first game were affects to stop people using their techniques or spells, say a silence affect that stop magic users using any of their mana based abilities, and an incompetence ability that stopped other jobs using their techniques for a while. With t
 he rank system these could be even more un sinse you might need to shuffle ranks to compensate for lack of abilities or spells to use.

URL: http://forum.audiogames.net/viewtopic.php?pid=216121#p216121




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : Dingo via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Sorry to hear about the break up! I had a really bad one when I was a teenager and wrote a really great song the next day, haha. I now have the basics on how enchanted items work. Theyre similar in a way to Entombed 1 where they can modify your stats and things, but they also leverage the new Entombed 2 damage system and can add elemental types of damage as well as stat improvements.Items can also be cursed. A cursed item reverses the bonuses it would normally have. So lets say you have a Short Sword of Strength. That would normally grant you +2 to your strength stat. The cursed version will change that +2 into -2 strength. Also, cursed items cant be removed without a remove curse scroll. So why would you ever equip a cursed item to begin with?You might not know the item is cursed. Cursed and enchanted items start unidentified. So while you know its something magical, you wont know if it is beneficial or not unless you identify it
  in some way.There are some interesting caveats with cursed items. For example, what if you have Short Sword of Weakness? Normally, it would give -2 strength, but a Cursed Short Sword of Weakness will actually invert that and it will function as a +2 Strength weapon. There might be other ways to use cursed items to your benefit too.

URL: http://forum.audiogames.net/viewtopic.php?pid=216119#p216119




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : jsymes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Thanks. Wel considering she and I used to write together, I figured diving back into audio games would be a better outlet.  I really am looking forward to your next release for II.

URL: http://forum.audiogames.net/viewtopic.php?pid=216129#p216129




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : arjan via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Entombed 1 did in fact have a silence spell, I really liked using that on the lich.I had some ideas with regards to hardness of weapons and size of monsters. How about not necessarily making small creatures hit less hard (a nice example would be bees or pirahnas, which are small but definitely painful), but instead preventing smaller creatures from reaching a big creatures upper body unless the bigger creature has been knocked down or the smaller creature is flying?I always found it weird that rats, even giant rats, could essentialy hit a ten foot tall ogres head without trouble. Not that theyd do much damage, however you could compensate for that by making tough skin not reduce nearly as much damage. And of course, when feet or legs would be mangled, standing becomes a problem at which point the smaller creatures could also start hitting the head and such. The pounce abilities for wolves would be able to hit closer to an opponents head because 
 they would leap. And maybe depending on the spell, you cant conjure it past a certain number of feet above the ground depending on your intelligence.Of course the amount of truly gargantuan creatures would have to be limited, but this might make things a little more interesting strategy wise. Spells that do hit the head but have a chance of missing altogether, and giving more/different meaning to hitting other body parts could also be a thing then.If curses are going to exist, then identifying should honestly be a lot harder than it was in entombed 1, because I always just hoarded all items, sold them in the store, and had more than enough gold to identify literally everything. Unless you want the majority of items to have some form of enchantment, which Im not sure I would be in favor of. Finding truly epic items should still not be an easy thing to do.

URL: http://forum.audiogames.net/viewtopic.php?pid=216160#p216160




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@garrett, Hell yes, but hopefully moderately fair hell if such a thing exists, iewith good stratogy your not just super ooomed! . @Arjan, Yep, now you mention it silence did exist, but only as a scroll from what I remember not as a regular spell or ability for any characters or monsters. I know Jason is planning on rejigging the hardness property in Entombed 2, sinse frankly in Entombed 1 it got a bit silly, what with stuff like your wolf and all ranged weapons becoming literally useless, and even tough ones like steel weapons barely causing a scratch (the assassin with the crytical hits skill was almost a prerequisite for melee fighters in entombed 1 to do any damage at all at lower levels). From what Jason said earlier in this topic, I do know that magic and ranged attacks will have different hit properties, and doubtless this will affect hitting different body parts too so just as its easier to hit someone in the torso with a sword the same will be true for an arrow, (hay its a bigger target wherever your standing). I was never exactly certain what the size property did in entombed 1, sinse it always seemed to be honest that using shrink on enemies or grow on your own side had weerd effects, and often didnt change what damage was done. The only major difference I noticed is a larger size creature could more easily knock down a smaller one. I will say though I love the idea of relative creature sizes playing a part in what body parts can be attacked, or at least the chances of what body parts can be attacked. This wouldnt be too hard to program or convey to the player, sinse all youd need to do is have some basic size categories to assign to creatures which could be read in stats, and then calculate some miss averages on upper limbs and head relative to difference of size categories for standing creatures. For example say your size categories were tiny (under 2.5 feet), small (2-5 to 4.5 feet), average (4.5 to 6.5 feet), large (6.5 to 8 feet), huge (8-12 feet), giant (12-16 feet), gargantuan (16-25 feet), and titanic (25 feet plus), and then calculate a miss chance on targeting the upper limbs or head at a rate of %5 additional misschance for short melee weapons or %3 per level for long melee weapons, with £%1 for ranged or magic. So that way if your small hobbit was trying to hit a huge troll in the head with his shortsword hed been looking at a %15 misschance, though of course to save swapping the entombed 1 hardness problem for an entombed 2 size problem youd also need some smaller but tougher creatures on the lower dungeon levels too such as imps or wights rather than just having the entire place populated by massive trolls and hulking giants. This also makes me think about flying creatures, sinse logically if something is flying it should both be harder to hit, but also be less able to get up once brought down as well (and who wouldnt want some specific anti flight items or spells). Definitely plenty of possibilities to play with here.

URL: http://forum.audiogames.net/viewtopic.php?pid=216196#p216196




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : garrett via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi...Well this game sounds like itll be, in terms of difficulty, hell, because of all teh traps and curses and things like that. I like games that are difficult like this 1, it gives a better playing expirence to it. Keep up the good work, Jason!

URL: http://forum.audiogames.net/viewtopic.php?pid=216146#p216146




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Re: Tentative Entombed 2 Design Decisions

2015-05-13 Thread AudioGames . net Forum — General Game Discussion : garrett via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi...Well this game sounds like itll be, in terms of difficulty, hell, because of all the traps and curses and things like that. I like games that are difficult like this 1, it gives a better playing experience to it. Keep up the good work, Jason!

URL: http://forum.audiogames.net/viewtopic.php?pid=216146#p216146




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Re: Tentative Entombed 2 Design Decisions

2015-05-12 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Blindncool, I think Jason will be having public betas, so no worries there. If you fancy getting really involved with the game you shoul consider joining the entombed list on google groups,see the entombed db page for details.

URL: http://forum.audiogames.net/viewtopic.php?pid=216023#p216023




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Re: Tentative Entombed 2 Design Decisions

2015-05-12 Thread AudioGames . net Forum — General Game Discussion : jsymes via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I cant wait! I just broke up with my girlfriend, so I need something to get my mind off things and occupy the time I now have in abundance. 

URL: http://forum.audiogames.net/viewtopic.php?pid=216063#p216063




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Re: Tentative Entombed 2 Design Decisions

2015-05-12 Thread AudioGames . net Forum — General Game Discussion : blindncool via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

I am really excited about the project. Jason, if you need a beta testor, Id be intrested in testing the game once it reaches the beta phase.

URL: http://forum.audiogames.net/viewtopic.php?pid=215995#p215995




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Re: Tentative Entombed 2 Design Decisions

2015-05-10 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

If you need me, too, I have some pretty high-quality sounds from a sound library I have. If you want me to help out, too, touch base with me and well figure something out.

URL: http://forum.audiogames.net/viewtopic.php?pid=215652#p215652




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Re: Tentative Entombed 2 Design Decisions

2015-05-10 Thread AudioGames . net Forum — General Game Discussion : Xoren via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Greetings Jason.In that case, I would love to try my hand at helping out with some effects. If you dont know, Ive contributed sounds to some of Aprones games, such as Castaways and Swamp.If youd like my help in this field, touch base with me some time in a PM and Ill send you my email so we can properly converse about the project.That goes for you too, Ian. Though Im not good at multi-project management, so it will depend on what project is available at the current time, and which one still need further development, etc.Kai

URL: http://forum.audiogames.net/viewtopic.php?pid=215638#p215638




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Re: Tentative Entombed 2 Design Decisions

2015-05-10 Thread AudioGames . net Forum — General Game Discussion : Dingo via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

@Xoren,The sounds that come with the game are packed in an unmodifiable data file. However, they can all be triggered by name in mods. For example, if you want to use the games built in sword swing sound you can trigger the sound to play from a mod. So theyre still usable. You also have the option to make your own sounds and use those in a mod. Any sounds you add yourself are unencrypted. Theyre just sitting in a folder.More information on mods - Ive internalized the files in the next test version and it wont actually be moddable. However, the full release will be.Cheers!Jason

URL: http://forum.audiogames.net/viewtopic.php?pid=215608#p215608




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Re: Tentative Entombed 2 Design Decisions

2015-05-06 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi Xoren, just a quick note you might be interested in.While Tactical Battle does expose all the sounds, and would be difficult to change now, my newer projects protect the sounds from users who might want to copy them.This includes a turn based single player RPG with first person exploration and a real time multiplayer first person shooter.Cheers.Edit:To clarify, the RPG has turn based combat, but real time exploration.

URL: http://forum.audiogames.net/viewtopic.php?pid=215118#p215118




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Re: Tentative Entombed 2 Design Decisions

2015-05-06 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Tentative Entombed 2 Design Decisions

Hi Xoren, just a quick note you might be interested in.While Tactical Battle does expose all the sounds, and would be difficult to change now, my newer projects protect the sounds from users who might want to copy them.This includes a turn based single player RPG with first person exploration and a real time multiplayer first person shooter.Cheers.

URL: http://forum.audiogames.net/viewtopic.php?pid=215118#p215118




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