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eytanz
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icon Re: Ask questions about DROD RPG (+1)  
Ok, let me try to answer this generally and clearly -

- There are no major interface differences.

- Compared to DROD, there are a lot fewer things that are possible to do using built-in elements that are impossible to recreate using scripts (though there still are some).

- However, that is because the built-in elements are mostly much simpler in their design than in DROD.

So, you can recreate more elements in the scripts, but that's because the elements themselves can do less. Is that more or less versatile? I don't know.

The questions also are focusing on the wrong aspect of the game. DROD puzzles are (mostly) about element interactions. DROD RPG puzzles are (mostly) about resource management. The difference between a monster with 10 HP and 10 Attack, and a monster with 100 HP and 100 Attack may seem smaller than the difference between a roach and a slayer in DROD, but it can be just as significant in the level design in the RPG.

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08-05-2008 at 12:35 AM
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eytanz
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Jatopian wrote:
eytanz wrote:
Mimics can fight monsters remotely, but they use your stats (and lower your HP if they get hurt).
But Beethro doesn't die if his mimics get hurt!
Why can't you be flawlessly consistent?

Beethro's a smitemaster, he spent a long time training on proper mimic usage. It's very different for him than for someone like Tendry.

O:-

I would like drawing tools like "line" and "fill bucket".
There are plenty of programs for sprite editing. No point in duplicating the coding in DROD. Why don't you ask the devs what software their spriters use?


I think he means for drawing elements into rooms.

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08-05-2008 at 12:38 AM
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vittro
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Jatopian wrote:
eytanz wrote:
Mimics can fight monsters remotely, but they use your stats (and lower your HP if they get hurt).
But Beethro doesn't die if his mimics get hurt!
Why can't you be flawlessly consistent?
vittro wrote:
In a certain way, yes, but the "impossibility to remake the Slayer" it's called by me a lack of scripting features. Versality, in my opinion, is how fast you can make stuff and how easy you can.
Then your definition of "versatility" is as wrong as your spelling. Sorry, but this is not something you get to debate. Check the dictionary.
I would like drawing tools like "line" and "fill bucket".
There are plenty of programs for sprite editing. No point in duplicating the coding in DROD. Why don't you ask the devs what software their spriters use?

As line and fill bucket, I meant with drod elements. It's often annoying when you have to fill an irregular shape with pits or walls.

I've always thought that versaility is the difficulty/speed of use.

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08-05-2008 at 12:39 AM
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Snacko
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No, that would be efficiency.

Versatility is how versatile something is.

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08-05-2008 at 12:49 AM
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vittro
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Snacko wrote:
No, that would be efficiency.

Versatility is how versatile something is.

Hm, you're right. I looked it up into Wikitionary.

Sorry, I thought Versatility was Efficiency. Meh.

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08-05-2008 at 12:52 AM
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mrimer
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Hehe...the Frenchman in me (yeah, right) might call such a thing "facility".
vittro wrote:
Questions :

(also related to TCB) Can you make a sum or a subtraction between 2 or more variables? I never tried $var1$ + $var2$ + $var3*.
Yes. If that feature's not in DROD 3.2 yet, it will make its way into a future patch.
Can you do $var1$ + STR? (or any other attribute)
Yes. You might be surprised at all the possibilities here. Some of these might make their way back into regular DROD as well.
Do popular feature requests like (walk on NPCs) and many others have been implemented? If yes, will we see them sometimes in TCB?
Yes, this one and some others have been implemented. Yes, they will make their way into a future major DROD patch.
Can you deal damage (in a special situation) equal to a variable, but not to STR?
Yes, that is possible too.

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[Last edited by mrimer at 08-05-2008 05:44 AM]
08-05-2008 at 05:42 AM
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vittro
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Is it possible to make complex platform/pits puzzles since rooms do not reset?

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08-05-2008 at 11:07 AM
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eytanz
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vittro wrote:
Is it possible to make complex platform/pits puzzles since rooms do not reset?

Of course. How could anyone stop you?

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08-05-2008 at 11:16 AM
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Will the Really Big Sword be an included weapon?

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08-05-2008 at 12:32 PM
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eytanz
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Snacko wrote:
Will the Really Big Sword be an included weapon?

Yes

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08-05-2008 at 03:01 PM
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Briareos
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eytanz wrote:
Snacko wrote:
Will the Really Big Sword be an included weapon?
Yes
Will there be other kinds of Really *cough* Swords?(TM)

Like...

Really Average Sword?
Really Short Sword?
Really Not Twohanded But Still Quite Impressive Sword?

np: Depeche Mode - Happiest Girl (Orbital Mix) (Auntie Aubrey's Excursions Beyond The Call Of Duty (Disc 2))

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08-05-2008 at 04:01 PM
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Leus
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Maybe vittro's idea of the graphics resize option could be viable, but instead of the black boxing around the field, maybe you could see part-way into adjacent rooms? Or maybe they'd be displayed but slightly greyed out to indicate that they're not part of the room you're in? I think this would make sense since it sounds like all rooms on a level will be somewhat like a big level-wide room. The only inhibiting factor might be difficulty to implement, of which I wouldn't have any idea.

The RPG Sounds like a promising endeavor. I'm lookin' forward to it.

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08-06-2008 at 10:30 PM
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vittro
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icon Re: Ask questions about DROD RPG (-1)  
It is possible to re-create Tower of the Sorcerer (and the Back Tower) part "perfectly"?

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08-07-2008 at 12:13 AM
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Tim
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vittro wrote:
It is possible to re-create Tower of the Sorcerer (and the Back Tower) part "perfectly"?
Answered on page 1 in this post?
08-07-2008 at 03:34 AM
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Pinnacle
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The screenshot shows a sword.
Does attacking an enemy sword-first have any advantage?

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08-07-2008 at 04:06 AM
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mrimer
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Pinnacle wrote:
The screenshot shows a sword.
Does attacking an enemy sword-first have any advantage?
Good question. Yes -- it means you get in first hit, like in DROD.

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08-07-2008 at 05:03 AM
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zex20913
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Does that imply that stepping on an enemy means that they get first hit?

And if so, does that mean that it is possible to attack two creatures at once?

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08-07-2008 at 05:16 AM
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mrimer
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zex20913 wrote:
Does that imply that stepping on an enemy means that they get first hit?

And if so, does that mean that it is possible to attack two creatures at once?
Nah, you don't step on them -- you bump into them, in which case, they get first hit (like in DROD).

It is possible to engage more than one monster on a given turn, though. In which case, you will fight them one at a time.

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[Last edited by mrimer at 08-07-2008 05:18 AM]
08-07-2008 at 05:18 AM
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Briareos
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mrimer wrote:
It is possible to engage more than one monster on a given turn, though. In which case, you will fight them one at a time.
Now if there ever was a feature that needed backporting to DROD - this would be it... :D

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08-07-2008 at 08:22 AM
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The Architest
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*Roach attacked*

*Health drop -5*

*You attacked with fire blade!*

*Roach is defeated!*

*Items dropped : Burned Roach Meat*
---That was total mess---

Hmm...Do enemines drop stuff? ;)
08-07-2008 at 01:49 PM
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Briareos wrote:
mrimer wrote:
It is possible to engage more than one monster on a given turn, though. In which case, you will fight them one at a time.
Now if there ever was a feature that needed backporting to DROD - this would be it... :D
It's called Player Role Slayer.

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Or a mimic.

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08-07-2008 at 04:08 PM
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Are there any range weapons?

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[Last edited by rman at 08-07-2008 06:41 PM]
08-07-2008 at 06:40 PM
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Jatopian
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icon Re: Ask questions about DROD RPG (+2)  
Try reading threads before you reply to them.
eytanz wrote:
There are no ranged weapons, unless you count mimics. On the other hand, unarmed combat is possible.
mrimer wrote:
ranged attacks and weapons can be implemented via scripting, and it's actually pretty simple to write up such an item (say, with about ten script commands total, off the top of my head).

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[Last edited by Jatopian at 08-07-2008 07:23 PM]
08-07-2008 at 07:21 PM
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Pinnacle
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In ToTS, it was very easy to be stuck and not know about it until a few saves later. What does DROD RPG do to prevent that?

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08-08-2008 at 12:05 AM
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eytanz
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Pinnacle wrote:
In ToTS, it was very easy to be stuck and not know about it until a few saves later. What does DROD RPG do to prevent that?

Offer a very robust save system, so it's always easy to restore a few saves back.

Also, I believe that it is less likely (though far from impossible) to end up in that situation in the official hold than it is in ToTS, for a variety of reasons to do with the way the hold is designed. That said, a user hold could certainly have that property, and there's nothing in the game itself to prevent it (nor should there be, IMO).

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[Last edited by eytanz at 08-08-2008 12:34 AM]
08-08-2008 at 12:31 AM
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coppro
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rman wrote:
Are there any range weapons?
Raygun, obv.

+1000 to your attack power and you can kill any enemy you (not Beethro) can see.
08-08-2008 at 11:09 AM
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I don't think Beethro sees much of anything in this game.

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08-08-2008 at 09:36 PM
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kyevan
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Right, which is why he said not Beethro. It wouldn't make much sense if you could kill monsters in a dungeon on the other side of the Eighth. :lol
08-08-2008 at 09:41 PM
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I've been away from the forums (and DRoD) for a quite while now.
However, after seeing the screen shot of the new RPG I had to log on again to post one comment about it:

Please, please do something about the buttons by the player's image. They are all different sizes & they don't line up. It makes the game look really unprofessional.

As for questions about the RPG:
-The picture of the character looks male, when will DRoD feature a female lead or let the player choose male / female?

08-08-2008 at 11:43 PM
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