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Reply to Re: Crazy Old Tim plays all the DMODs of 1999

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September 30th 2013, 08:05 PM
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cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
Thanks for the insightful comments, metatarasal.

Game balance is a very tricky problem. This is the one thing that the original game does much better than any DMOD I've yet played (and the major reason POTA isn't better than it), but even it wasn't ideal.

You're right, the major problem is how far apart the levels get. When playing a short mod, even level 4 feels like too much effort (900 exp already!) to reach a lot of the time. It's easy to muck around with lraise.c (I've done it for my new DMOD) and make level-ups themselves better in any number of ways, but if you even can make it easier to attain higher levels, I'm not sure how you'd do it. Does anyone have a method for this, or is it something you'd have to change in the source code? I've tried raising &level manually in a script; it doesn't seem to do anything. Heck, maybe you could just make a script that checks your exp value on a loop and calls lraise using external("lraise", "main").

The highest level I've attained in a DMOD so far is 12, by the way. I'll keep track of this.

Regarding replacing all the graphics: Let's not forget Dinkanoid. Mike Snyder really threw out the rulebook for that one. Dan still deserves loads of credit for getting all of those imported graphics to work and look good.

I'm engaged to a black woman, so maybe I just like black people? No, but seriously, more variety of any kind is sorely needed. Seeing those same 19 NPCs (and this is counting recolors - without them, it's just 9!) over and over gets old so quickly that it speeds past getting old and gets surreal. Then you just sort of get numb to it, and that's where we all are.