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Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 5:24 pm
by nghtstr
Mooch wrote:1. A scroll of tame monster I know this would be hard to script but it'd be really helpful to have a companion in the dungeons of doom
I like this idea. It would be hard to program for, but I think it is doable. Maybe with an enemy bit being flipped, so that your character and your new pet immediately recognize who the enemies are. Along this lines, a Wand of Charming would be a cool effect, charm a monster and it is your pet for like 150 turns.
Mooch wrote:2. Maybe instead of a random store you could have a scroll that teleports you there? Just throwing ideas out there.
Another good idea!! The scroll doesn't teleport you to a shop on the level, as much as to a special "level" in which you can do your shopping. Once you are done, you get teleported BACK to the level you were on. Also a good mechanism to escape a bad situation, and maybe get some new toys to go and slaughter the rest of those mobs.

I don't see a need for gender, as much as it is for Avatars. Who cares if you are male or female, but you do want to wield that bad-ass two handed sword.... :lol:

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 5:39 pm
by Mooch
LordGek wrote:
Mooch wrote:I know some of these ideas are a bit cliqued but here it goes- 1. A scroll of tame monster I know this would be hard to script but it'd be really helpful to have a companion in the dungeons of doom and 2. Maybe instead of a random store you could have a scroll that teleports you there? Just throwing ideas out there. Long live rogue :)
This shop teleportation...would this teleport you to an existing shop on the level or to some shop outside of the dungeon?

What I was thinking was that it would teleport you to a whole seperate place and once your done shopping you get transported to a random spot on the map so it doubles as a teleport away scroll

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 7:53 pm
by LdC
A few of my ideas:

*) In the Hall Of Fame, it would be neat if it saved the inventory for each entry, so you could tap it and see exactly what you were carrying when you were killed on that particular run. It would be neat to look back and see what you picked up on various attempts!
*) Currently, attacking a sleeping monster seems to have the same hit chance as a regular attack. Surely it should be a guaranteed hit, unless our hero is really clumsy!
*) I'd like to "Resume Game" by default whenever I run the app. An option for this might make sense.
*) It's annoying how you can't reorder the items manually, since the Nymphs always steal the bottom one. You can sort of juggle it by dropping and picking stuff up, but it's a cludge.
*) I like to throw arrows around in the darkened rooms to see what's out there, but it's kinda slow going through the menu to do that over and over. Some quicker way to throw things would help!
*) The armour rating seems "backwards" on the main screen, ie, the number beside the shield. Lower numbers equate to a higher armour class? I don't quite grasp that.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 7:59 pm
by nghtstr
LdC wrote: The armour rating seems "backwards" on the main screen, ie, the number beside the shield. Lower numbers equate to a higher armour class? I don't quite grasp that.
This goes back to the days of ThAC0 (To hit Armor Class 0). Your armor class, the lower it is, is better. So if your AC is -2 or -3, you are in a real good position. Let me explain:

You are a level 5 character, your ThAC0 is 16 (Level 1 is 20). If your Hobgoblin has an AC of 5, then you take your ThAC0 - their AC (16 - 5 = 11). So your "roll" would have to be an 11 or better.

Now, your average Griffon has a ThAC0 of like 5 (I think, help here CD). If your AC has somehow gotten to -3, you do the same math. 5 - (-3) = 8. That griffon's roll has to be an 8 or better.

I hope this explains it.

Happy Adventuring!!

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 8:13 pm
by LdC
nghtstr - thanks for the explanation! :)

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Wed Apr 15, 2009 10:38 pm
by Nighthawk
nghtstr wrote:
Mooch wrote:2. Maybe instead of a random store you could have a scroll that teleports you there? Just throwing ideas out there.
Another good idea!! The scroll doesn't teleport you to a shop on the level, as much as to a special "level" in which you can do your shopping. Once you are done, you get teleported BACK to the level you were on. Also a good mechanism to escape a bad situation, and maybe get some new toys to go and slaughter the rest of those mobs.
A compromise: when you read the scroll, you will be transported to the store when you descend/ascend the stairs for the level you are on, then when leaving the store, you'll be taken to the next lower/higher floor. Programming it this way should be a piece of cake.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Thu Apr 16, 2009 2:30 am
by Wordman
1) A somewhat random request about the "fog of war". In dark rooms, the Rogue is surrounded by a visible square on each side, with darkness beyond. I'm thinking it might be sort of cool if the ring of squares around the visible bit (i.e. all squares two spaces from the Rogue) were only almost black, like 99% opaque. The idea would be that if you are really paying attention, you would be able to see stuff "lurking in the shadows", but at running speed, you probably wouldn't notice.

2) Might be my imagination, but it seems that a couple of moves before you pass out from starvation, you get a "You feel faint!" message. When this message is generated, if you are running, you should probably automatically stop. I don't think that happens now, but I'm not entirely sure.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Thu Apr 16, 2009 9:25 am
by Dex1138
LdC wrote:*) I like to throw arrows around in the darkened rooms to see what's out there, but it's kinda slow going through the menu to do that over and over. Some quicker way to throw things would help!
I am a he-man archer myself (never equip the bow) Having an extra button on the screen for any thrown weapons would be a bonus. Maybe make it an equippable slot like weapon or armor so you can put arrows, daggers, etc in there.

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Thu Apr 16, 2009 1:56 pm
by staze
Having just starved to death on lvl 9 because I got all of 2 foods (in addition to my 1 you start with), I think either being able to buy food, or attempting to fix the random seeding for food (so one shows up at least every 2 levels), would be a very good addition to the game.

Otherwise, a lot of fun!

Re: Feature Requests for Rogue Touch - Part TWO!

Posted: Thu Apr 16, 2009 2:04 pm
by LordGek
staze wrote:Having just starved to death on lvl 9 because I got all of 2 foods (in addition to my 1 you start with), I think either being able to buy food, or attempting to fix the random seeding for food (so one shows up at least every 2 levels), would be a very good addition to the game.

Otherwise, a lot of fun!
It is a fine balance to be sure but when you don't find much food that means you need to make sure to hurry things along. I'm not saying that at times you can't just be screwed by the random numbers, but that it is also important to adapt your playing style to your current situation.