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Magi Beta Tester


Number of posts: 41 Registration date: 2008-04-08
 | Subject: Great game! Tue Apr 08, 2008 6:09 pm | |
| I absolutely love MageGuild. It's the best Rougelike I've ever played. (I'm even not playing NetHack because of it!) I especially love the Potion Mixing system, my only complaint is that there could be more item variations. Like, Gnarled Stick of Unsummon Walrus +2(Stupid example, I know.), But I guess that would be very hard to code in. Absolutely incredible so far. Keep up the great work, I'm certainly not letting my eye off of this one. |
|  | | Nahjor Admin


Number of posts: 247 Age: 24 Registration date: 2008-04-04
 | Subject: Re: Great game! Tue Apr 08, 2008 7:10 pm | |
| One cannot overstate the importance of being able to unsummon a walrus at the drop of a hat.  I agree that more item variation would be nice; lots of items that are in now weren't in the original plan, and they got added along the way. I'm just very leery of adding items that aren't very strongly differentiated from one another; for example, I don't want to back into a situation where there are purely incremental differences between items, like a Small Potion of Life vs a Large Potion of Life, as a vaguely silly example. But no, I definately haven't dropped a moratorium on new items, or on new subtypes of existing items. (In fact, I'd wager there are a few out there you haven't found yet.  ) If you have any specific ideas, feel free to throw them out.  |
|  | | Magi Beta Tester


Number of posts: 41 Registration date: 2008-04-08
 | Subject: Re: Great game! Tue Apr 08, 2008 7:32 pm | |
| I'm pretty sure there are quite a few I haven't found yet. Adding +1 modifiers and so on to certain things would be quite nice, and quite possibly more Armor and Staff types if you haven't already added those. Oh, and why are Naiads so unappreciative? I ressurected one into a Wraith and it started slapping me constantly, draining my life through it's hands. (I ended up dying because of it) A Gnarled Stick of Unsummon Walrus +2 would make a mighty fine prank item, I must say. |
|  | | Nahjor Admin


Number of posts: 247 Age: 24 Registration date: 2008-04-04
 | Subject: Re: Great game! Tue Apr 08, 2008 7:44 pm | |
| God help me, there's already an easter egg item in there; if anyone finds it without source-diving, I'll be surprised. Barring that...I'm pretty wedded to the idea of only one weapon which is (effectively) glued to your hand, although there are things you can do to make it function differently. I've thought about 'armor', of some sufficiently wizardly nature...amulets, maybe, or robes. Not entirely sure how I feel about that, long term, but it's worth considering further. It's not just Naiads.  Generally, intelligent creatures resent you attempting to control them, and attempting to raise one as an undead servant (regardless of method) qualifies. The more intelligent the creature, the more likely they'll turn on you. Creatures tend to be more pleasantly inclined toward you if you resurrect them, but leave their will intact. Creature intelligence actually effects quite a number of things, in regard to their behavior and reaction to spells. |
|  | | Magi Beta Tester


Number of posts: 41 Registration date: 2008-04-08
 | Subject: Re: Great game! Tue Apr 08, 2008 7:50 pm | |
| Thanks for clearing that up for me. Neat system you have there. (In between typing this message, I got killed by a Naiad. Ironic.) The whole thing about a Single Weapon.. That's perfectly fine, and yeah, I'd like it if you considered wizardly Armor. Easter egg item? I'll hunt it down. Oh, and I managed to edit the Default Tiles sheet so that my character is red. Hope you don't mind. I might actually change the Default Tiles sheet a little and upload it if you want, just so people can have a bit of variety. |
|  | | Nahjor Admin


Number of posts: 247 Age: 24 Registration date: 2008-04-04
 | Subject: Re: Great game! Tue Apr 08, 2008 7:56 pm | |
| Heh...be my guest, edit whatever tiles you feel like.  I'm definately not satisfied with the tilesheet as-is; there are going to be fixes there, when I actually get some time to work on that. I eventually plan to make the tile sheet selectable on the options screen, so that it's easier to support multiple tilesets. |
|  | | JMskit Beta Tester


Number of posts: 18 Age: 27 Registration date: 2008-04-07
 | Subject: Re: Great game! Tue Apr 08, 2008 8:54 pm | |
| Hey Magi, welcome here! I like what you did to the tiles and on your mage color, it looks a lot fresher, no offense Nahjor. hehe I agree, having a single weapon for the whole game that can't get broken or ruined and not needing a replacement is a fun new concept among roguelikes. Most roguelikes are all about the armor and weapons, hoping to find that lucky wish granting you your new play things, but Mage Guild is not like that, which is very endearing. If Nahjor were to add armor, it would be fine to add amulets, rings, trinkets, charms, all the mage like things hah. Mage Guild may be fine with like wizard hats, robes, cloaks, boots/sandals, hoods, basically all clothes mage characters would wear in other games, since it is Mage Guild. Also, I was reading over the help file again and this sentence caught my eye: "If one asks, the elder mages will open a portal to a pocket dimension of their own creation, an endless maze of twisting passages and darkened rooms." I think it would be a really great way to introduce something like "dungeon templates". For example, there could be a set of 7 wizards that make these portals, each named, and each of their dimensions could vary in ways ranging from minor to major. Grand Wizard Archibald may decide to create a stirge lair on depth 4, while Enchantress Selina could have a thing for naiads and produce a bunch more of them than usual. This could also be a nice way to introduce "artifacts of great power" again from the help file, such as Selina's Charming Amulet. Basically, it would add a bit of differentiation between characters, a bit more excitement about what looms around the corner, an opportunity to introduce new features, and charming layer of plot (maybe in the form of a text screen at character creation which tells you a bit about the wizard who created your dungeon, to immerse as well as to give fair warning). I'm not sure how hard it would be to implement, but half the fun is fantasizing!  _________________ "Soothing light at the end of your tunnel is just a freight train coming your way."
NLC M
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|  | | Nahjor Admin


Number of posts: 247 Age: 24 Registration date: 2008-04-04
 | Subject: Re: Great game! Tue Apr 08, 2008 8:57 pm | |
| Oh, my. I may have to use that idea.  That may be a v1.x idea, but I dig it. |
|  | | Magi Beta Tester


Number of posts: 41 Registration date: 2008-04-08
 | Subject: Re: Great game! Tue Apr 08, 2008 8:59 pm | |
| I like that idea as well. |
|  | | JMskit Beta Tester


Number of posts: 18 Age: 27 Registration date: 2008-04-07
 | Subject: Re: Great game! Tue Apr 08, 2008 9:14 pm | |
| Be my guest, I would be flattered if you did!  _________________ "Soothing light at the end of your tunnel is just a freight train coming your way."
NLC M
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|  | | Dryst Beta Tester

Number of posts: 9 Age: 20 Registration date: 2008-04-09
 | Subject: Re: Great game! Thu Apr 10, 2008 9:09 pm | |
| My suggestions in bulleted form, since my post has been eaten twice for various reasons: --I love the dungeon template idea. --Dungeon features (shops, altars, vaults, etc.) could be implemented, but obviously not those because they wouldn’t really fit that well. But something would be nice, breaking up the descent is always fun. Maybe something like a random Sokoban-type puzzle would be fun. --Non-traditional armor system, focusing more on amulets, rings, robes, hats, maybe? --Artifacts, they are always fun! --Something to differentiate characters. Flesh out the class system? The edge system is cool, but another level of differentiation would be great, because right now there is a coffee break character creation in a non-coffee break environment. --More potions! I adore the system as it stands, but wouldn’t it be cool if there were a bunch of rather rarer potions that the player would have to use carefully, deciding whether to use them at face value, mix them and take the risk of a new discovery, fall back on a tried-and-true recipe, or even throw them at monsters! Don’t let the amount of suggestions fool you. I love this game so far and I look forward to tracking the progress of this roguelike. And in a few years when this is alongside the major ones, I’ll say that I was among the first registered users on the first forum, haha |
|  | | Nahjor Admin


Number of posts: 247 Age: 24 Registration date: 2008-04-04
 | Subject: Re: Great game! Thu Apr 10, 2008 9:15 pm | |
| I definately like some of those ideas; one of them is about to start to crop up in v0.6. Not sure how far it'll go, we'll see. Oh, and hold on to your butts. |
|  | | Dryst Beta Tester

Number of posts: 9 Age: 20 Registration date: 2008-04-09
 | Subject: Re: Great game! Thu Apr 10, 2008 9:18 pm | |
| | Nahjor wrote: | I definately like some of those ideas; one of them is about to start to crop up in v0.6. Not sure how far it'll go, we'll see.
Oh, and hold on to your butts. |
Awesome, any one of the ideas that I posted would make me a very happy camper! |
|  | | JMskit Beta Tester


Number of posts: 18 Age: 27 Registration date: 2008-04-07
 | Subject: Re: Great game! Thu Apr 10, 2008 9:23 pm | |
| Welcome to the happy Mage Guild forum, Dryst!!! I like your suggestions! Would like to see some of them implemented, too! _________________ "Soothing light at the end of your tunnel is just a freight train coming your way."
NLC M
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|  | | Dryst Beta Tester

Number of posts: 9 Age: 20 Registration date: 2008-04-09
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