Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: keithburgun on November 19, 2011, 01:30:59 AM
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Hey guys. Firstly, Auro won't qualify, I think, as a roguelike by most of you. However, I sort of see it as like the "future roguelike". Here's the kickstarter page with a video and stuff: http://www.kickstarter.com/projects/dinofarmgames/auro-the-golden-prince
I designed 100 Rogues (http://www.100rogues.com), and it definitely is a roguelike (albeit, a graphical one). For this game, here's what's radically different:
- No experience points. you simply take a new skill each dungeon level
- No health scaling or any of that. Monster encounters get harder because you fight more monsters, and more different TYPES of monsters, mostly.
- No equipment system. This is all expressed in the skills system. If you want "armor" you invest in a defensive ability, etc.
- No "items". Well, there are some, but not how you think. There are two item types: potions (which heal you immediately when you pick them up), and scrolls (which are skills, which are one-time use unlike the ones you know)
- You have 10 HP, deal 1 damage. Monsters have (usually) 1 or 2 HP, and deal 1 damage.
- The game is hex-based, rather than squares. This is for a few reasons, not the least of which is that it's a really happy medium for touch-screens.
The game is designed primarily for Android and IOS but it's also coming out on desktop computers so ALL OF YOU WILL BE ABLE TO PLAY! And it'll be cheap.
Hope you guys like it.
-Keith Burgun, Lead Designer @ Dinofarm Games.
http://www.dinofarmgames.com
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Heh, easily close enough Keith! 8)
All the best on the Kickstarter campaign, here's hoping Ido, yourself, and all else can tear into things and tear it up nicely.
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Looks awesome and I love the idea of keeping the stats simple and low. It makes sense. Its a welcome break from the usual trope of your numbers going up at the same rate as enemies. so about how long will a normal dungeon take?
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>>so about how long will a normal dungeon take?
Very short. The game is "condensed", so there's not a lot of running down a long corridor or anything like that. It's pretty much constant, teeth gritting strategy the whole way though. So in terms of TIME - it depends on how long you take with each move, but if you play normally you can probably beat a level in like a minute, give or take.
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thats awesome. I loved 100 rogues but I played in such small bites that I could never really get into it fully. If the levels are as quick as you say, It will be great t sit down and play through like 3-4 levels.
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Hey guys. Firstly, Auro won't qualify, I think, as a roguelike by most of you.
I wouldn't presume that. None of its qualities really sets it apart, even if the overall experience seems to push in a more puzzley direction (though it's hard to tell without playing). My 7DRL Toby the Trapper (http://roguebasin.roguelikedevelopment.org/index.php/Toby_the_Trapper) employed many of the same mechanics (single HP char and enemies, no items/equipment, progression through new abilities on deeper levels), and was unanimously given the highest "roguelikeness" rating by the review panel. Admittedly it looks the part more, but the gameplay sounds very similar for the most part.
I'm looking forward to seeing what new and interesting things you do, though mostly I'm just looking forward to a fun new Android roguelike. Good luck with the Kickstarter!
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One thing that annoys me about RPG's is that there becomes this sort of arms race. You get 1 more point of attack power and the enemies get more HP's. I like progression to affect the game play. Different abilities and choice for the player. Looks like you are going that direction. Daddy likes.
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One thing that annoys me about RPG's is that there becomes this sort of arms race. You get 1 more point of attack power and the enemies get more HP's. I like progression to affect the game play. Different abilities and choice for the player. Looks like you are going that direction. Daddy likes.
That's because RPGs are mostly not really about game mechanics, and the numbers are there to make you feel like you're getting stronger and stronger (teenage power fantasy, as Jeff Lait puts it).
BTW I'm working with Keith & Blake on this project :)
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Hey all. HUGE update today, revamped how Auro looks and the presentation video is completely different (I think 1000 times better, I'm actually embarrassed at how bad the old one was). Please check it out!
http://www.kickstarter.com/projects/dinofarmgames/auro-the-golden-prince
Also to clarify, the game will be on Android, iOS, Windows, OSX, and Linux. Pretty much everyone will have access to this game. And it will not be puzzley - it will be totally a game, with many many correct answers to problems. Lots of room for creative play, while being very challenging.
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Nice work on the new video!