Temple of The Roguelike Forums
Announcements => Other Announcements => Topic started by: Slash on January 06, 2008, 07:53:06 PM
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Post your roguedev plans for the '08!
Those are mine
MetroidRL
I will work on version 0.8 after myBuddy is on test; it will be released by February, if all goes well, all that is going into it has been discussed here
Guardian Angel
This will be the year of Guardian Angel, I am putting all my energies back on it after MetroidRL 0.8 is released
CastlevaniaRL
There is already a big and growing list of RFEs and BRs... I will find a space to work them out by March and thus release CvRL 1.3
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Happy 2008!
Here's my plans:
Saffron
Continue progressing towards 1.0, which shouldn't take long because there's not much left to do. Once I reach 1.0 the engine side of it will be done, so I can concentrate on writing missions.
Other Stuff
Seeing if I can write a portals feature (like the game) in a roguelike way.
The seven day roguelike contest.
Coming up with ridicolously ambitious ideas for roguelikes.
Coding little bits of bigger things, like map generators.
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I have a plan to release a demo version of Kaduria during this year.
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CNC
Some new releases of Cracks and Crevices (working on 0.4 right now, its a lot more fun to play...)
Fishguts
Get my traditional CRPG out the door on the GP2X and PSP (Things are looking good. working on a version of the ssi 'goldbox' combat engine now, which is the last big coding part the game needs.)
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Hmm ok,
SewerJacks 1.00 or at least .9 :)
Complete rewrite of Warlocks Mountain. I have been coming up with new mechanics and ideas for a year now, it is time to put them into code.
Tactical squad-based space-marine rl, possibly initially for a 7drl.
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I'm really hoping to hit version 0.8 of my game by the end of this year. By that time it will have the following:
(v0.1 was when I worked on the maps and all that; v0.2 began when the work done during 0.1 was completed)
v0.2 Maps and dungeon structure, LOS
v0.3 Items, inventory and equipment
v0.4 Monsters and melee combat <- here right now
v0.5 Quests, complex NPC interaction
v0.6 Extensive skills and minor gameplay enhancements
v0.7 Town, special levels, and shops
v0.8 Spells, potions, scrolls, magical items
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My plans for 2008 are very simple :
1) enjoy coding my roguelike
2) release something
3) have no plan ! (each time I try to plan what to do next, I manage to do something else...)
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Tactical squad-based space-marine rl, possibly initially for a 7drl.
That would be the total awesomeness of DOOM! Careful with the interface though, it can't be too complicated! Hard enough for one guy, let alone a squad!
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Tactical squad-based space-marine rl, possibly initially for a 7drl.
That would be the total awesomeness of DOOM! Careful with the interface though, it can't be too complicated! Hard enough for one guy, let alone a squad!
I have big plans for this one, the interface will be the key though. Maybe try to implement a star-craft interface for allied units?
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Tactical squad-based space-marine rl, possibly initially for a 7drl.
This has the potential of being an instant win. I really hope you can develop this (and I'd really appreciate if it had Linux support! ;)
Go code, for the Emperor! :P
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Tactical squad-based space-marine rl, possibly initially for a 7drl.
And how would this me a roguelike? Would there be random levels or what?
Also, as a rule, group roguelikes tend to not be very fun...there's too much to keep track of.
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Tactical squad-based space-marine rl, possibly initially for a 7drl.
And how would this me a roguelike? Would there be random levels or what?
Also, as a rule, group roguelikes tend to not be very fun...there's too much to keep track of.
You would play the main character the same as any roguelike but have the option to order around your allies. Kind of like sewerjacks except better command system (and much better levels). Yes and everything is random. The tactical element is the ally control, i like the idea of setting up ambushes, having bonuses for cover and cross-fire. Etc.
As for it not being fun it is all in the implemtation. I always like the idea of allowing allies to be computer controlled but player guided. You give the order and hope it is obayed.
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That's going to be some hard AI to implement, possibly.
Also, there was this topic about the definition of roguelike, and so much can apply since it is pretty vague. As far as I'm concered, it can have graphics, multiple characters, whatever. Even the main concept can be different (UnrealWorld, for example), but it can still *feel* like a roguelike.
Tactical stuff is the best though. I loved UFO: Enemy Unknown and Terror from the Deep, Incubation and most squad-based games I ever played. The team and combined-efforts needed makes for more intricate options. But yes, without a good interface, it can all go to hell.
I'd definitely not use a roguelike-ish interface, and make use of the mouse, and pop-up menus.
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As for it not being fun it is all in the implemtation. I always like the idea of allowing allies to be computer controlled but player guided. You give the order and hope it is obayed.
Yeah, I have always wanted to do something like that.. also, they may give you orders and you decide if you want to obey :P
I havent seen a good implementation of it.. yet
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Well then I have a side project, but I try not to talk much about it:
(http://koti.mbnet.fi/paulkp/temp/los.gif)
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Well then I have a side project, but I try not to talk much about it:
Great, ascii too. I like the look. To bad the player is about to be munched by all those forest trolls :P
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Nice, I like the fact that big monster, like Trolls, block LOS
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Ok, Slash, you're creeping me out. You DO know those are Trees, right? On the internet, :P really helps to figure out the tone with which people say stuff.
Also, my plans for 2008: try to survive another semestre.
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Ok, Slash, you're creeping me out. You DO know those are Trees, right? On the internet, :P really helps to figure out the tone with which people say stuff.
No they are really trolls. LOL
Nice, I like the fact that big monster, like Trolls, block LOS
IIRC IVAN is the only RL that I know of that large monsters block LOS. I am now stealling that idea. *yonk*
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As for it not being fun it is all in the implemtation. I always like the idea of allowing allies to be computer controlled but player guided. You give the order and hope it is obayed.
Yeah, I have always wanted to do something like that.. also, they may give you orders and you decide if you want to obey :P
I havent seen a good implementation of it.. yet
Just wait then ;D. Damn my rewrite of warlocks mountain just got pushed back even further.
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My plans: get rid of as many of my projects as possible. The more that I can finish or kill off or reduce involvement in, the more I can steer towards what I want my main project(s) and time spenders to be, without guilt.
I plan to start on and release a demo of my isometric RL, and probably to enter the 7drl.
IIRC IVAN is the only RL that I know of that large monsters block LOS. I am now stealling that idea. *yonk*
Hmmmm... :)
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I'll drop a line, as a way of inciting myself to play more in 2008. I guess my humble goal would be to release a first version of my until now unheard of, and by that time hopefully not too primitive, roguelike (main features: simplistic/laptopfriendly commands & more random content than most roguelikes). My main hurdle is that I work from home and freelance, which means I'm constantly stressed out about some deadline. Oh, and the fact that this is my only programming project, which means I constantly forget how coding actually works (:
Your Friendly Neighborhood Minotaur
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IIRC IVAN is the only RL that I know of that large monsters block LOS. I am now stealling that idea. *yonk*
Hmmmm... :)
Hmm... IIRC IVAN & SewerJacks are the only RLs, that I know of, that large monsters block LOS. ;D
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I plan on beating Frozen Depths :P