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Posted by red_kangaroo, Jun 17, 2014 at 8:44 am
Ernomouse wrote
I don't like the way the river is always 5 tiles wide. It looks boring and artificial... None of the streams I've seen are like that. Make some bays in it, maybe even an island somewhere and some variation in it's thickness, so that crossing it is harder if the PC is too stupid.

I'm not sure how exactly should the river be shaped. This simple shape looks good enough for me, it's just a short part of an undergorund river, after all, no large meanders attached. But I could change it, of course, if you didn't like it that much.

Batman? wrote
or a more constructive criticism: I like the idea of making enner harder, but make the river appearance a random chance. come up with 3 or 4 twist on enners level with the twist randomized each game. I think if all you do is add a river, its going to take a short period of time for people to figure it out how to deal with and it reduced to a mere speed bump.

Maybe instead of a river you could have a random level effect that makes killing him harder. what are the main tools for killing him : tele/telecontrol ,esp, detect material, wands. Take a random one away each game on his level, so you don't know what you are dealing with until you get there. "you feel your teleportation being blocked" "the screams of the enner keep you from concentraing on your scroll, it is wasted" "the wailing of the foul beast prevent you from honing your ESP" "the sonic waves disrupt the wands magic"

something like that make one or two of them randomly in effect for the level - it will cause players to have to come up with multiple strategies for dealing with enner instead of having one playbook to breeze though like it is now.

Having a level generator select from several potential layouts would be cool, but impossible with the current generator, I think, so some change to the code would be needed - not my cup of tea. Anyway, if that's ever implemented, we would need much more special rooms, and every game there should be only several of them placed, so that you don't always eventually run into the orc room.

Also, it would be nice if e.g. the zombie level could be randomly swapped with the mine-finder level (I've read that level idea in some ideas collection), so you would have 50% chance of having zombies and 50% of huge minefield.

Pent wrote
I don't like the idea of forcing any playstyles upon the player (eg. get the belt of levitation or find a method of controlled teleportation). And giving the player handouts like guaranteed blink dogs or wands isn't really IVAN's style. I think there should just be a bridge across the river so that anyone can cross it; it should serve more as scenery than a major obstacle.

What if we had a bridge in the middle of the river, with the enner always on it?

The room could be placed semi-randomly on the level, so you would never know how near will it be to the upstairs, and tunnels are completely random, so no easy path every game. That way, you would be always able to cross it, no items required, and the river would be something like a boss arena rather than outright obstacle.

I must say I still like the idea of isolated stairs, but too many voices have spoken against.
Posted by red_kangaroo, Jun 16, 2014 at 8:43 am
I added an altar of Sophos with SoT and a blink dog to the level.

I also changed tho layout a bit. I wasn't able to force the level generator to place tunnels normally while the level was bisected in half with no bridge. However, when I put the river on one side of the level with downstairs set rather than randomly placed, the rest of the level generates as it should. This way, you will know where the downstairs will be, but you still have to fight enner to get there. Tell me whether you like it or not.

About the ring of telecontrol - maybe enner could have it, as a boss reward? That would also prevent you from teleporting him away and running for the stairs.

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 60, 30;
    Items = 35:70;

    Room
    {
      Pos = 48,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
	AllowBoobyTrappedDoors = false;
	GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;

 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 6, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }

	Square, Pos 3, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 4, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 5, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 6, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 7, 27;
      {
        GTerrain = WATER liquidterrain(UNDERGROUND_LAKE);
      }
	Square, Pos 3, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 27;
      {
        OTerrain = 0;
      }
	Square, Pos 7, 27;
      {
        OTerrain = 0;
      }

	Square, Pos 2,27;
      {
        OTerrain = 0;
        AttachRequired = true;
      }

	Square, Pos 3, 16;
    	{
      Character = ennerbeast;
    	}
	Square, Pos 8, 22;
    {
      Items == Random { MinPrice = 200; MaxPrice = 1500; }
     }

	Square, Pos 8, 6;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
     }

	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	  _ = GRAVEL solidterrain(GROUND);
	~ = SAND solidterrain(GROUND);
        }
      }
      {
    			#####~~~~_
			~#####~~__
			~~#####~__
			_~~#####__
			__~#####__
			___#####__
			__#####___
			_#####~___
			_#####~~__
			__#####~~_
			__#####~__
			__~#####~~
			__~#####~~
			___~#####~
			___~~#####
			__~~~#####
			___~~#####
			___~~#####
			___~~#####
			____~#####
			____#####~
			___#####~~
			___#####~~
			___#####~~
			___~#####~
			___~#####~
			_~~#####~~
			_~~#####~~
			~~~#####~~
			__#####~~~	  	
      }
    }

  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
    }

   Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

    Square, Random NOT_IN_ROOM;
    	{
      Character = blinkdog;
      Times = 1:3;
    	}

    Square, BoundedRandom 2, 2, 45, 28, IN_ROOM|HAS_NO_OTERRAIN;
    {
      OTerrain = GRANITE altar(SOPHOS);
      AttachRequired = true;
      Items == scrollofteleportation;
    }

}
Posted by red_kangaroo, Jun 15, 2014 at 12:08 pm
4zb4 wrote
(...) set spawn of teleportation items?

If that was to be on the enner level, in what way should we include it? Except for a simple guaranteed SoT, it could be something like the following:

  • Guaranteed Sophos temple. Easy to get teleported, not so easly to land where you need.
  • Guaranteed Infuscor temple. I like this one, because you'll eventually get both telecontrol and SoTs. On the other hand, you have to be chaotic.
  • Some blink dogs. There are nearly always some SoT in the library or you can find a wand, and killing the blink dogs would give you enoguh control to traverse the river safely.
  • Wand of teleportation, but I'd e.g. spawn in inside of wall rather than simply letting it lie around. You can find it and dig it out, but it's not free WoT for everyone.
  • Instead of teleportation, a room full of magic mashrooms. You will get levitation eventually. Going back from below is another question.

What do you think, should there be something like that? Or simply that bridge, maybe a bridge with enner always on it?

That golem kicking you over the water is hilarious, though not scriptable, so out of my reach.
Posted by red_kangaroo, Jun 14, 2014 at 4:12 am
Pent wrote
I tried the script out, and everything worked fine, except the staircases: the staircases you placed with boundedrandom spawned in addition to the regular staircases, leaving four staircases in the level.

There was also a single-square-wide gravel floor "bridge" across the bottom of the river; I'm not sure if this was intentional or not.

OK, I fixed the staircases.

The bridge is not really intentional, but I'm not sure how to get rid of it - even when I don't require attachable stairs, the level generation goes nuts when I prevent it from spawning any tunnel between the two parts of the dungeon floor. With the bridge here, everything is OK except for the bridge. Without the bridge (I blocked it by forcing a water tile) the level generator sometimes forgets to genrate some tunnels, resulting in walled of rooms or doors leading to nowhere. The game simply doesn't like separated areas.

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell here!";
    IgnoreDefaultSpecialSquares = true;
    Size = 60, 30;
    Items = 35:70;

    Room
    {
      Pos = 25,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
      AllowBoobyTrappedDoors = false;
      GenerateLanterns = false;
	GenerateFountains = false;
	GenerateTunnel = true;
	AltarPossible = false;

 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 5, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }
		
	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	  _ = GRAVEL solidterrain(GROUND);
        }
      }
      {
    			#####_____
			_#####____
			__#####___
			___#####__
			___#####__
			___#####__
			__#####___
			_#####____
			_#####____
			__#####___
			__#####___
			___#####__
			___#####__
			____#####_
			_____#####
			_____#####
			_____#####
			_____#####
			_____#####
			_____#####
			____#####_
			___#####__
			___#####__
			___#####__
			____#####_
			____#####_
			___#####__
			___#####__
			___#####__
			__#####___	  	
      }

	Square, Pos 5, 27;
    	{
      Character = ennerbeast;
    	}

    }

  
    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
    }

     Square, BoundedRandom 38, 2, 58, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
     }


   Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

  }
Posted by red_kangaroo, Jun 13, 2014 at 2:35 pm
Ha hah! It works (more or less).

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell in the level!";
    IgnoreDefaultSpecialSquares = false;
    Size = 60, 30;
    Items = 35:70;

    Room
    {
      Pos = 25,1;
      Size = 10,27;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	FloorSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
      AllowBoobyTrappedDoors = false;
      GenerateLanterns = false;
	GenerateFountains = false;
	AltarPossible = false;

 	Square, Pos 0, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 1, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 3, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 4, -1;
      {
        OTerrain = 0;
      }
	Square, Pos 2, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 3, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 4, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 5, 28;
      {
        OTerrain = 0;
      }
	Square, Pos 6, 28;
      {
        OTerrain = 0;
      }

	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
	  _ = GRAVEL solidterrain(GROUND);
        }
      }
      {
    			#####_____
			_#####____
			__#####___
			___#####__
			___#####__
			___#####__
			__#####___
			_#####____
			_#####____
			__#####___
			__#####___
			___#####__
			___#####__
			____#####_
			_____#####
			_____#####
			_____#####
			_____#####
			_____#####
			_____#####
			____#####_
			___#####__
			___#####__
			___#####__
			____#####_
			____#####_
			___#####__
			___#####__
			___#####__
			__#####___	  	
      }

	Square, Random;
    	{
      Character = ennerbeast;
    	}

    }

    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
      AttachRequired = true;
    }

    Square, BoundedRandom 38, 2, 58, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
      AttachRequired = true;
    }

    Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

  }


The monsters generate once again - it's just that I was finding too much corpses and too little living ones.

The river is four tiles wide, so yeah, it could help you.

4zb4 wrote
As for "something is broken" - what exactly is broken? Does the level not render correctly (tiles where they shouldn't be?) Does IVAN not even start and drop an error message? Something else?

Sorry. The problem I had was with Fatal Error: Unknown exception thrown. However, I somehow managed to get rid of it (not sure how).

And thanks Warheck, that was just the next problem after the crashes.

So right now, the level should have upstairs to the right, downstairs to the left and a big room with a river crossing the level in the middle, with the enner somewhere around.
Posted by red_kangaroo, Jun 13, 2014 at 1:34 pm
Ernomouse wrote
We need a new special wand... Stick of Armageddon, which lights EVERYTHING on fire when applied. =D Or something like that.

I imagine it would be enough to zap a wand of fireballs. Once again, WoF will prove to be the most dangerous wand ever!

Posted by red_kangaroo, Jun 13, 2014 at 6:18 am
Could anyone help me, please?

I was thinking about making some of the special levels in GC more special and started to mess with enner level. The changes I tried to make:

  • There is a river in the middle of the level, with the stairs on the opposite sides. This means that 1) it makes sense why the enner with his fondness for fishing settled in there and 2) it presents unique challenge for the player, as he has to traverse it in some way. Because of guaranteed belt of levitation and the possibility of teleport, it is not a game stopper, as well.
  • There are no monsters spawned on the level. The only thing it accomplished was a large number of corpses all around - and really, even dumb monsters would become cautious about the enner over time, as everything around would be dying.
  • There are some ghosts on the level, as they are unaffected by the screams and to make up for the lack of other monsters.

I came up with the following:

SPOILER ALERT. Click here to see text.
Level ENNER_BEAST_LEVEL;
  {
    LevelMessage = "You hear a wailing scream in the distance. An enner beast must dwell in the level!";
    IgnoreDefaultSpecialSquares = false;
    Size = 60, 30;
    Items = 35:70;
    GenerateMonsters = false;
    CanGenerateBone = false;

    Room
    {
      Pos = 25,1;
      Size = 1,1;
	Type = ROOM_NORMAL;
	WallSquare = WATER liquidterrain(UNDERGROUND_LAKE), 0;
	GenerateDoor = false;
	AllowLockedDoors = false;
      AllowBoobyTrappedDoors = false;
      GenerateLanterns = false;
	GenerateFountains = false;
	AltarPossible = false;
	Flags = 0;

	GTerrainMap
      {
        Pos = 0,-1;
        Size = 10,30;
        Types
        {
        # = WATER liquidterrain(UNDERGROUND_LAKE);
        }
      }
      {
    			#####.....
			.#####....
			..#####...
			...#####..
			...#####..
			...#####..
			..#####...
			.#####....
			.#####....
			..#####...
			..#####...
			...#####..
			...#####..
			....#####.
			.....#####
			.....#####
			.....#####
			.....#####
			.....#####
			.....#####
			....#####.
			...#####..
			...#####..
			...#####..
			....#####.
			....#####.
			...#####..
			...#####..
			...#####..
			..#####...	  	
      }

	Square, Random;
    	{
      Character = ennerbeast;
    	}

    }

    Square, Random;
    {
      Items == mine(BIG_MINE) { Team = MONSTER_TEAM; IsActive = true; }
    }

    Square, Random;
    {
      Items == METEORIC_STEEL beartrap { Team = MONSTER_TEAM; IsActive = true; }
      Times = 2:6;
    }

    Square, Random NOT_WALKABLE|NOT_IN_ROOM;
    {
      Items == stone;
      Times = 25:50;
    }

    Square, BoundedRandom 2, 2, 20, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_UP);
      EntryIndex = STAIRS_UP;
      AttachRequired = true;
    }

    Square, BoundedRandom 38, 2, 58, 28, HAS_NO_OTERRAIN;
    {
      OTerrain = stairs(STAIRS_DOWN);
      EntryIndex = STAIRS_DOWN;
      AttachRequired = true;
    }

    Square, Random;
    {
      Items == bone;
      Times = 20;
    }

    Square, Random;
    {
      Items == skull;
      Times = 5;
    }

    Square, Random NOT_IN_ROOM;
    {
      Character = ghost;
	Times = 15;
    }

 }


However, something is broken and I cannot find out what. Would someone be so nice and tell me what's wrong?

And by the way, do you think it is worth putting into 0.51?
Posted by red_kangaroo, Jun 6, 2014 at 4:16 pm
Batman? wrote
I would also suggest coming up with a use for the aforementioned sticks

Take a stick and a stone, combine them into an arrow, shoot it with a bow.
Posted by red_kangaroo, Jun 5, 2014 at 9:53 am
I pretty much like the way they are in NetHack:

http://nethack.wikia.com/wiki/Cockatrice

Quote
Generally considered to be a real nuisance, the cockatrice, is one of the more complex creatures in the game, and often the source of many YASDs. It can turn you to stone instantaneously if you touch it (or even its corpse) with your bare hands. If, however, you are wearing gloves, you can pick its corpse up and wield it as a weapon, turning enemies to stone instantaneously.

And after all, pecking/biting does mean they have to touch you.

For me, the petrifying gaze thing is more for Medusa than cockatrice, but that's mainly because of hours of NetHack.

Still, it would be cool if her peck wasn't instakill here, the material changing possibility sounds very interesting and would differ nicely from all other games I know.
Posted by red_kangaroo, Jun 5, 2014 at 9:45 am
EireMadHatter wrote
Weapon(W) AStr + weapon

(K)ick and (P)unch are nice, but for the weapons and such and for easiest interface, (A)ttack command would be better I think - you can select with what weapon/item and where to, even if you attacked thin air (this way, you could also attack your pet).

Also, chests should be possible to hack into wood sticks with your trusty axe.