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#1 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Tell me it's a dumb idea
An Angband variant in which monsters move and act (say) every 0.5 real-time seconds, but you (the @) move as fast as you can mash the keys.
(Might need some small tweaks - like, using an item or casting a spell always creates a timelag of 0.1 seconds - or you may not 'run' within sight of a monster) A.
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Ironband - http://angband.oook.cz/ironband/ |
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#2 |
Knight
Join Date: Jan 2008
Posts: 926
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It would be pure adrenaline. And probably an acquired taste.
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#3 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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#4 |
Knight
Join Date: Jan 2009
Posts: 910
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There was an old Mac (and Apple ][?) game called SargoNoidz which was like this. You played on a chess board against an array of chess pieces which moved in sequence at a time delay while you moved as fast as you could.
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#5 |
Knight
Join Date: Jan 2009
Posts: 910
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I should add that it was rather interesting and fun.
I think that relatively small code changes like this which transform the game should be experimented with much more. Getting some new system in place in a roguelike often takes 10s of hours and only slightly enriches the game (and possibly makes it worse). In contrast, trying things like this, or like "no regeneration" or "one hit kills" are surprisingly easy to test and may make really interesting modes. I too am guilty of not doing enough experimentation with things like this! |
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#6 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Actually you probably need a tiny timelag (0.1s?) on any action other than movement - otherwise you can use macros like 'hit adjacent monster 9999 times'
![]() Regen, poison and cuts should probably all be linked to real time elapsed rather than player turns. A.
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Ironband - http://angband.oook.cz/ironband/ Last edited by Antoine; June 13, 2012 at 11:41. |
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#7 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
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Have you tried Mangband/ToMEnet? I understand this is roughly how they work (with also multiplayer). PowerWyrm will know.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#8 | |
Prophet
Join Date: Apr 2008
Posts: 2,957
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Quote:
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#9 |
Prophet
Join Date: Apr 2008
Posts: 2,957
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Note that once you play MAngband/PWMAngband/TomeNET and master the real-time playstyle, you will find Vanilla *very* easy... Things are way more exciting when you have only one second to plan your next move, knowing that the wrong choice will kill your character.
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PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
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#10 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Sounds like the difference between speed chess (each player has a 5-minute clock that runs during their turn; if it runs out they automatically lose) and normal chess.
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