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Level 4 (v0.07)

Posted: Sun Mar 18, 2001 3:18 am
by Gambit37
1) Just noticed that slime outlets when viewed from the side are on the wrong walls - so the right facing one is on the left and vice-versa - looks very odd!

2) Gave Stamm (who has 0 mana) the teowand to start practicing magic, but sleeping does not let him recuperate any mana so he can't become a wizard...

3) The slime outlet with the gold key continues to 'click' if you touch it even after the key has been removed

4) Just around the corner from the 'shortcut' teleporter and past Chaos' head, there are 2 worms and a regeneration area. They regenerate way too fast and I had 12 worms after me (as I was waiting around testing out sleeping off poison). Makes this area unnecessarily difficult - the time delay for regeneration in DM was quite long - a few minutes I believe.

5) Serious graphics errors with layering and positioning of worms: <a href="http://www.resonant.freeuk.com/rtc_gfx_ ... ors.htm</a>

Level 4 - More problems(v0.07)

Posted: Sun Mar 18, 2001 6:05 pm
by Gambit37
Finally finished level 4, and wow - what a bastard! It's clearly because the monster regenerator switches are set to respawn immediately - so if you keep running back and forth over the same square, the dungeon literally fills with worms. I've had situations where they can't move as there are so many of them... this is also true of the area where screamers regenerate, and the passageway with an illusory wall in it and rock-pile regeneration.

Rockpiles leave behind clubs and rocks (clearly because they have bits of wood in them - a nice touch). But this would be better if it was an actual piece of wood - I could do some graphics for that if you wish to implement it?

Re: Level 4 - More problems(v0.07)

Posted: Sun Mar 18, 2001 6:15 pm
by George Gilbert
What's a club if it isn't a bit of wood already? ;-)

Point taken with the monster generators though! As you've found out (to your cost) they do respond immediately (as long as the destination tile is free). Unless people want them kept as they are for the extra challenge I'll tone them down a bit. In the mean time, have fun with the ghosts, rats and scorpion generators to come :-)

Re: Level 4 (v0.07)

Posted: Sun Mar 18, 2001 6:22 pm
by beowuuf
Oh, that sounds nasty...uh, from a gameplay point of view it's nice to be able to move around checking for illusionary walls and grey objects and not have to worry about constantly generating stuff. Maybe have the generators toned down, but generator recharge speeds in general tied into the portability and difficulty setting unless specified otherwise by the designer. So you take a 10 setting, you accept a constant stream of creatures : )

Re: Level 4 (v0.07)

Posted: Wed Mar 21, 2001 12:22 am
by beowuuf
Yeah, that area is too bad...i think i hit bad luck and kept needing to fall back to a generator pad...two fighter levels and maaaaaaany worm rounds later i got passed it! still, i stick to keeping them like that for higher level characters..ones that would laugh at standing there against a stream of worms. : )

Re: Level 4 (v0.07)

Posted: Sun Apr 08, 2001 7:26 pm
by George Gilbert
Fixed for V0.08