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#1 |
Rookie
Join Date: Jan 2011
Posts: 2
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I really like Z+Angband. Zangband was always my favourite variant, and Z+Angband has just made it even better. So thanks, "mangojuice", for developing it!
Here are a few suggestions:
Cheers, Tom. |
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#2 |
Scout
Join Date: Apr 2011
Posts: 30
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I definitely agree with the auto-explore suggestion. I played DCSS for a long time and the 'Philosophy' statement for Dungeon Crawl Stone Soup is something I think all games could learn a lot from, regardless of genre. I will post what I believe are the most important sections -
Crusade against no-brainers --------------------------- A very important point in Crawl is steering away from no-brainers. Speaking about games in general, wherever there's a no-brainer, that means the development team put a lot of effort into providing a "choice" that's really not an interesting choice at all. And that's a horrible lost opportunity for fun. Anti-grinding ------------- Another basic design principle is avoidance of grinding (also known as scumming). These are activities that have low risk, take a lot of time, and bring some reward. This is bad for a game's design because it encourages players to bore themselves. Even worse, it may be optimal to do so. Interface --------- The interface is radically designed to make gameplay easy - this sounds trivial, but we mean it. All tedious, but necessary, chores should be automated. Examples are long-distance travel, exploration and taking notes. They apply these principles, which made DCSS the fantastic game it is, though I prefer traditional class systems rather than the skill system it has. |
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#3 |
Rookie
Join Date: Jan 2011
Posts: 2
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#4 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
A.
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Ironband - http://angband.oook.cz/ironband/ |
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#5 | |
Knight
Join Date: Apr 2007
Posts: 590
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Quote:
For a game that is intentionally designed to be a threat to any @ at any point in the late game, auto-explore is merely a death-in-one keystroke button. The only thing it seems to be good for is real-time speed runs.
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Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg. Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.) Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011 |
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#6 | |
Angband Devteam member
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Quote:
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#7 | |
Z+Angband Maintainer
Join Date: Jun 2008
Posts: 318
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1: Smaller richer dungeons - have you tried playing with "ironman_small_levels" on? It's definitely a bit risky but things do feel tighter that way.
2: Oh man how I would love to. ![]() 3: Meh. I'm not particularly interested in having Z+ be the first variant to import that feature; it seems a bit odd for a 'band. 4: It's been my experience also that rapid advancement in the early levels is possible, and though your character risks death, you risk very little because you've invested almost nothing in them. I think that's actually a good thing! But there's a nice way to create a greater incentive to focus on the early game - play in competition mode. You may be able to find a way to get your (one and only) character to advance quickly but if not you'll just have to play the low levels slower. And of course some race/class combos are harder to get a fast start with than others... But what I really wanted to talk about was the idea of having non-random levels. So I like it, from the point of view of the world being totally consistent. But it's daunting. It's bad enough keeping track of monsters on the current level - how do we keep track of monsters on all other levels that have ever been visited (and walls, traps, objects, doors, etc., too) without a complete explosion in memory? Also, how do we deal with the stairs problem? Right now, stairs allow you to scum for low-hanging fruit. With fixed levels, stairs would give you an absolutely safe escape. Should monsters be able to chase you up or down stairs? I'm worried about messing with the game balance, but it's interesting to think about. Quote:
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----------------------------------------- Z+Angband: A Zangband evolution http://tinyurl.com/5pq2bd Last edited by Mangojuice; April 20, 2011 at 04:08. |
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#8 | |
Knight
Join Date: Apr 2007
Posts: 590
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Quote:
As for the stairs problem: it's a tradeoff. The safe escape also severely impairs stair-scumming (you actually have to make it to a different staircase). Hengband and its descendants have weak level persistence; you need to either Word of Recall or use a different staircase up/down than the the up/down staircase you arrived at to lose the level persistence.
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Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg. Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.) Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011 |
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#9 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
No-brainer decisions are what Angband is all about. Specifically, what separates a competent player from a poor player is the ability to consistently make no-brainer decisions correctly. The poor player's weakness is that, when he's been playing for 4 hours and it's 2 a.m., he thinks 'I'm bound to kill that mob in one more round of attacks - it's only got two stars yet right?'. Even though the no-brainer decision is to take a no-fail escape option. A.
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Ironband - http://angband.oook.cz/ironband/ |
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#10 |
Knight
Join Date: Aug 2009
Posts: 670
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Angband no-brainer combat decisions actually may become interesting with increasing of game difficulty or getting bad luck e.g. if in ironman game you have very limited supply of fail safe escapes or good healing, it may be worth taking some risk instead of wasting them at first sign of danger.
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