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Posted on 04-11-13, 07:33 pm in Things of note (revision 1)

 

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Things I noted:
1. When calculating transitions from day to night, for instance in a bed, it goes very slow on "full screen" but as soon as I shrink it to its normal size it runs just fine.

2. The key bindings are different than from the "tutorial". I eventually figured out what they were in full extent by going to the menu. Personally I would like it if the menu key was listed on a sidebar or something, somewhat permanently, as F1 is a non-standard key-press.

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Posted on 04-11-13, 07:34 pm in Why are there no hermaphrodites? (revision 3)

 

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Also are there never any hermaphrodites in town?
This being a world where you could theoretically change around your gender I would assume that some have already done so. Are the "freaks" relegated to a town all their own because "normal" people don't want to associate with them?
Would it be possible to have an overmap, relating the relative locations of the towns?
Are firearms allowed in this world?
Would it be possible to slow down the response so I don't accidentally get killed before I realize I am low on health?
Will there be farming in towns?
Will it be set up that you get food from towns in exchange for fighting off local threats and to top it off sell useless equipment?
Will there be a way to see which weapon is best for your playstyle (like a DPS sorta thing?). (So if dex increases attack rate or something.)
Will higher agility increase your attack rate or your dodge ability or both?
Why does everyone hit on me?

SO MANY QUESTIONS!
I WOULD HELP IF I COULD, BUT I ONLY KNOW C AND C++.

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Posted on 04-12-13, 04:19 am in Why are there no hermaphrodites?

 

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I guess I just assumed there was a dex stat...

Either way, it's a good game, thanks.

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Posted on 04-12-13, 09:58 am in 'Nother bug (revision 1)

 

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Exception type: NullReferenceException
Main message: Object reference not set to an instance of an object.

Stack trace:
at Noxico.Cursor.Point()
at Noxico.Cursor.Move(Direction targetDirection, SolidityCheck check)
at Noxico.Cursor.Update()
at Noxico.NoxicoGame.Update()
at Noxico.MainForm.timer_Tick(Object sender, EventArgs e)

Background info:
Noxico 0.1.2.0
Microsoft Windows NT 6.1.7601 Service Pack 1
64-bit OS, 64-bit process.

This happened when I rapidly tapped the arrowkey. Not sure what can be done, but still something to note.


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Posted on 04-12-13, 10:05 am in Gods and Goddesses/Starsigns? (revision 2)

 

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Lots of Roguelikes have gods and goddesses, why not Noxico? Gods typically have domains that they rule over, so I was thinking what would be appropriate for the Noxico setting? So far I can think of three categories:

Gods of Races:

Gods for the individual races. This may fly in the face of the original setting of the fact that some of the races were artificially created from a demoness, but I could see them being for the other races. This is the weakest category, in my opinion.

Gods of Practicality:

Gods that specialize in weapons/magic/farming/smithing/etc. Basically your normal menagerie of skill sets, normally focused on survival and wealth creation.

Gods of Fetishes:

Gods for the particular fetishist. For examples:

The God(dess) of Feet that can adjust stuff about your feet, might have possible practical bonuses like faster travel speed.

The God of Men, focuses on changes things about penises, a suspiciously large gay population among their priests. (Similarly for his counterpart.)

The God(dess) of Fertility, self explanatory.

The God(dess) of Eating, bonus to health recovery and satiation for eating, bonuses to heavier sets, like defense.

The God(dess) of BDSM, favored weapon of whips and leather armor.

The God(dess) of Transgender? Focus on sissification, crossdress, etc. (Might be a hot-button issue.)

The God(dess) of Virginity, focus on orgasm denial, chastity, and purity, gets resistance to corruption.


Sacrifices to the gods/goddesses would obviously be related to their domains, perhaps sacrificing ceremonial carvings, like a bust/vagina to the Goddess of Women.



Something similar could be done for Starsigns (except for the sacrifices part), especially if the lore isn't compatible with Gods and Goddesses ruling over those domains.

Just thought I would throw this out there.

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Posted on 04-12-13, 05:44 pm in Gods and Goddesses/Starsigns?

 

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Ah. Well I thought I'd throw that in there anyway.

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Posted on 04-14-13, 01:34 pm in Gods and Goddesses/Starsigns?

 

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I donno... maybe a god/dess of (assorted). Sissification didn't really fit into the other categories and it seems not that common of a fetish to merit a whole god/dess to it.

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Posted on 04-14-13, 09:46 pm in Contrast

 

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Posted by KawaIt changes the contrast of the entire board to something not unlike most non-tiled roguelikes, even relatively new ones.


That looks entirely too blue.

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Posted on 04-14-13, 10:07 pm in Gods and Goddesses/Starsigns? (revision 3)

 

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Well okay. Permit me then to ponder and propose possible benefits of praying to the gods, because I think it would be cool to be able to get relative bonuses based off of which god likes or dislikes you. Here are some offerings:

Eternity:
Paragon:
Healing (heal you, heal others, the like)

Renegade:
Undeath (make things last unnaturally long, like people or things)

Death:
Paragon:
Time Control (if you don't want to speed up time, maybe increases in speed/dodging ability)

Renegade:
Death Bolts (kill them dead with bolts of death)

Architect:
Paragon:
Defense Buffs (increases to armor, bonuses to preparation)
Easier Camping (well defended camp site)

Renegade:
Sentries (like a golem or a ward)
Tech Bonus (bonus to guns and stuff)

Temptress:
Paragon:
Transformation Control (like bonuses to alchemy or the ability to resist transformation if you choose to)
Easier Seduction ("let's get it on...")

Renegade:
Lust Bolts (make them submit to their carnal urges)

Madman:
Paragon:
Luck Bonus (crits are easier, traps fail more often)

Renegade:
Chaos Aura (followers and those around you spontaneously change)
Toxic Blood (attackers get an unwanted taste of you)

Commander:
Paragon:
Bonus to Followers (morale bonuses, higher charisma)

Renegade:
Smiting Spells (spell that does damage to your enemies, ranged or touch attack)
Attack Bonuses (hit them harder with the sword or stick or whathaveyou)

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Posted on 04-14-13, 10:14 pm in Contrast (revision 1)

 

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I can say that too much contrast is bad. I know I change the color scheme on Dwarf Fortress while using ascii because the brown that is default looks like shit and is easier on my eyes when I change it. Earthy tones are a good direction to move in anyway because the more contrasty you get, the less natural it will seem. However, you the boss.

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Posted on 04-14-13, 10:16 pm in Gods and Goddesses/Starsigns? (revision 1)

 

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Which are less obvious? Also I left space to add more because you clearly had more domains for the dieties and, if they can, should be reflected in how the gods interact in the world. Here, I'll try to add some more stuff...

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Posted on 04-14-13, 10:42 pm in Gods and Goddesses/Starsigns? (revision 1)

 

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There ya go, added some more descriptive comments. Let me know if you want ideas steered in certain directions.

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Posted on 04-14-13, 11:27 pm in Contrast

 

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I'm probably butting in here at my own behest, but please both of you calm down. You are only feeding off of each other's frustration and it's up to both of you defuse the situation from your end.

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Posted on 04-15-13, 12:45 am in Contrast

 

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Looks much better, I like it.

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Posted on 04-15-13, 01:10 am in Playing a little ADOM

 

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How far have you guys gotten in this game?

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Posted on 04-17-13, 10:22 pm in Hey Kawa!

 

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I have a couple of questions and possibly suggestions for you. While I am by no stretch of the imagination a writer, I can offer some things up that may help facilitate writing from your end.

1) How does the PC end up in the town?
2) Why are the monsters already at the starting town, what is their motivation? (And why are there no walls?)
3) Where do quests come from?
4) How does one pray to the dieties?

Possible solutions to these questions:

1) Have the player pick a back story that they can relate to interested NPCs.
2) You will probably adjust this anyway, to fit whatever story you think is best. Possibly the towns are under siege and you must go and free them or find an artifact to protect them some way.
3) From NPCs who are curious about the world around them, but are afraid to venture outward. Like someone attempting alchemy with imp skin (or something) and needs you to return with imp skins for testing.
4) Possibly add a building like a church in towns?

Also if towns are multi-screen, I think you should add something in them to suggest to the player that the town continues in that direction, like a road or have a "town plaza" that spans the two screens. Possibly also have a well in the center of the town, as many towns would be centered around a water source.

Also borrow tropes from other Rogue-likes and RPGs, but give them the Noxico twist, especially if you are having a writer's block, after all the best form of flattery is imitation.

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Posted on 04-18-13, 05:14 am in Hey Kawa!

 

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No problem. Let me know when the next release is so I can give my 2 cents, warranted or otherwise! :D

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Posted on 04-20-13, 06:40 am in Worlds

 

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I think there should be a way to delete worlds, if so desired. Currently it seems that every time I want a new world it will just keep adding to the list of worlds in the start screen.

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Posted on 04-22-13, 03:31 am in Worlds

 

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Thanks! :3

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Posted on 04-22-13, 05:08 pm in 100% Stimulation (revision 2)

 

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I think max stimulation in a town could work like this:

Case 1:
I think if the PC has (a penis) and (they have clothes over the naughty bits) and (appendages) then they should have the option to attempt to "cover it up." Success chance decreases if they don't have opposable thumbs and further decreases if they don't have digits and even further decreases if they don't have "arms".

Case 2:
If the PC has (no clothes over the naughty bits but has appendages) or (a cloak to cover themselves with and a penis) then they should take a speed detriment or an interaction detriment, their choice.

Case 3:
No clothes and no appendages just means NPC interaction detriment, no option. (Although they could take pity, depending upon your relationship with individuals in the town.)

I think stimulation should go down with time, however, to make it more realistic, unless they are cursed somehow.

I think there also could be a mechanic by which clothes get stains on them from bodily fluids as well. So if you have a vagina you could "ruin" clothes or if you get raped by too many imps, etc.

Of course arousal should increase the chance that NPC/monsters should get disgusted/turned on (as one could argue they are one and the same) so the attractedness to the PC should also come into account as to whether they will be disgusted/turned on:

<pre>If (caught)
{
If ((Like > 90) && acceptable && exibitionism)
{
Turned On -> Sex Scene right there; Like++
}
Elseif((Like < 50) && acceptable && exibitionism)
{
Turned On - 50% -> Sex Scene right there; Like++
Don't Care - 50% -> See PC, but leave
}
ETC.
}</pre>

Whether or not it is acceptable could be determined by taking the average of everyone in the town's exhibitionism then applying that to everyone or just taking it on an individual's basis. Depends upon how you wanna implement it.

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