Search Results
Searched for posts by Fluffy_Bot in all forums

Showing results 1 - 10 out of 66 total
Modify your search
Posted by Fluffy_Bot, Dec 12, 2009 at 3:03 am
Comrade wrote
Nice work name!

Get on IRC so I can ban you.
Posted by Fluffy_Bot, Aug 23, 2009 at 9:00 pm
It'd easily be the manliest IVAN mod/fork of all god damn time, I suggest Zangief Thong that gives bonuses versus bears.
Posted by Fluffy_Bot, Apr 23, 2009 at 12:59 pm
Oh Planplan, you sexy beast. You really must stop by more often, though I sure as shit won't.
Posted by Fluffy_Bot, Jan 26, 2009 at 6:12 pm
Actually they'd die with a hoarse, gurgling scream.
Posted by Fluffy_Bot, Dec 24, 2008 at 7:12 pm
mistifilio wrote
Reading Modour Pass, stepped away from computer, came back character starved to death.

The pass has no reading duration, if you don't move or get attacked and choose to stop reading it, you eventually die of starvation.

Not exactly a horrible death, actually I think it is kind of cute in an IVANish sort of wit even reading can kill you in IVAN.

Can't help but think of World of Warcraft, the equivalent of this phenomenon IRL.

[EDIT] ... if you're korean.
Posted by Fluffy_Bot, Dec 20, 2008 at 10:31 pm
Serefan wrote
In short, the first thing it's going to be is a complete remake of IVAN using Java, since that's the programming language I can handle the best.
The main purpose, but it's still just an idea, is making IVAN multiplayer.

That's what I was going off of. Not "a multiplayer game based on the IVAN universe" or "a multiplayer game inspired by IVAN" but instead "multiplayer IVAN." That implies that the mechanics are going to remain largely intact to give us the IVAN experience we all know and love/hate (in a very bipolar sense for some) except with our buddy getting gang-raped alongside us. Now if time and difficulty scaling were not factors, I think that a multiplayer roguehack-a-like would have a damn fine chance, but these two aspects are core concepts to the IVAN experience and how the game plays. Thus, in the purest sense, "IVAN multiplayer" would be an extremely frustrating experience.

Now if the idea here was to make a "fan" game based around IVAN but with different principles and such, that's just fine and I wish Serefan the best in his struggles. There are plenty of ways to approach it that could yield some fun results, but none of them would really capture the IVAN experience. Still, fun is fun and if you manage to make a fun game then more power to you! I'd personally like to see an IVAN 2D fighting game with all of the characters we know and love, each with crazy-stupid combos and one very special fighter called "The Player" who is ridiculously weak but has a dog to help him. I also think the idea of an MMO interpretation of IVAN could yield fantastic results once you get past the initial leap to a real-time engine. Levels that don't currently have players on them would be randomly re-generated and the equipment/monsters would be spawned in as soon as someone joined, then beefed up for more players or toned down for less. I'd also like to see this idea evolve with benefits for helping each other out, such as flanking ability and combat boosts when you've got other players around you to encourage folks to stick together.

In conclusion, multiplayer IVAN doesn't really have a chance in hell unless you gut it of all the aspects that give it a unique feel and replace them with a more basic and simplified structure that lends itself well to multiplayer. It may sound like a good idea at first, but looking into the matter with any amount of scrutiny reveals the flaws behind it. I don't even want to go into drinking from fountains, how cheap deaths of one player will ruin the multiplayer experience for the other, or how the scaling could be horribly abused in the same sense of Double Dragon II (the engine spawns more items and brings the difficulty up to accommodate more players and one of them just snatches up all the gear and kills the other one for a "better start").
Posted by Fluffy_Bot, Dec 19, 2008 at 6:20 pm
Oh wow. What the fuck was wrong with SP IVAN anyways? I figured some of the magic came from the fact that you were all alone and there were tons of nasty critters around to shove a chainsaw or two worth of pain up your ass and that you didn't have a particularly bright fellow around to pull the damn things out before they managed to carve their way up to your lungs. I mean, I can understand the trends towards social gaming these days but a mutliplayer roguelike is basically like hotseat solitaire - it doesn't fucking work very well. The way time is handled in IVAN really fucks over MP gaming unless you've got a lot of haste wands and identical stats. The whole appeal of multiplayer gaming comes from everyone interacting at the same time, either to help each other out or to attach some brains to walls, and this appeal becomes greatly skewed when Johnny Fuckbee gets 5 turns and his pal Edward Dumbcunt gets 1 because Edward is carrying all of Johnny's shit for him.

Yeah, welcome to frustrationland every time Johnny gets an idea. Also, the second one of the players gets knocked unconscious or falls asleep, the entire game becomes an exercise in patience. Accidentally got stabbed by a spear with some kobold blood on it? Time to go watch a movie. Hopefully your friends have your phone number to let you know when it's your turn.

PS: Fuck Java.
Posted by Fluffy_Bot, Dec 19, 2008 at 6:04 pm
chaostrom wrote
Hahaha, the irony of it (Blue Peacock was a British project XD ).

That was the plan
Posted by Fluffy_Bot, Dec 19, 2008 at 8:13 am
chaostrom wrote
If Atomic has any objections call it... Blue Phoenix (yes it is oxymoronic, and yes it is a reference to the WW2 Blue Peacock nuclear landmine project).

Give it a Hitler moustache.