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Game Discussion => Traditional Roguelikes (Turn-based) => Topic started by: Game Hunter on March 23, 2012, 06:07:27 PM

Title: Random Realms (general discussion)
Post by: Game Hunter on March 23, 2012, 06:07:27 PM
I finished play-recording this game a little while ago (you can find the YT playlist here (http://www.youtube.com/playlist?list=PLCEADA0724F8C33DC)) and I thought it was pretty fun. Lots of different things to get and do, enemies change enough during a single game and between games to keep you on your toes, and the boss fight is definitely something to prepare for. Combined with the varying length and monster difficulty, it's lot a good amount of replayability and variety for newcomers and veterans alike. (Might I even suggest a 5 and 10-floor choice? In those cases the game would have to be rescaled to accomodate, but I think it'd attract a good number of people looking for a quick game.)

There are, however, a number of overlooked details that could be improved, in some cases quite easily. Here are but a few:

So yeah, there's a lot of room for improvements in the nooks and crannies. The game's plenty fun already, but I think you can make it a TON more enjoyable by tweaking things here and there. I don't believe there needs to be any fundamental mechanic redesigns, save some spell stuff, so it shouldn't be hard to at least try some balancing and pop out a new version for testing. (Also I apologize is this is too wall-of-texty: I'm hoping the list format makes it easier to keep track of ideas.)

EDIT: man, lists are so hard to get right
Title: Re: Random Realms (general discussion)
Post by: getter77 on March 23, 2012, 07:23:13 PM
I'd have to generally agree with the above----definitely a standard bearer in terms of multi-fold procedural generation that can itself be improved as well as the core concepts it has trailblazed.
Title: Re: Random Realms (general discussion)
Post by: guest509 on March 24, 2012, 06:36:22 PM
  Agreed. I really like this game because it is simple but really gets a lot of the replayability through randomization concepts just dead on.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 25, 2012, 04:18:46 AM
oh jeez,
i didn't even know this was here [embarassed emoticon]
thanks, will review, take suggestions, and improve.
sorry for thinking you hadn't responded,
i was checking the wrong random realms thread
bob

(ok so i read it, some things will definitely be fixed/changed fairly soon)
- wand = Mana Crystal? is that a good name? and stacking within element is good.
  also 'equipping' wands is a good idea.

- great idea on the 5/10 depth playthrough.
 
- about spells becoming obsolete: they actually do scale up with your level and abilities. granted, kill will always be more powerful than hurt, but higher level spells have an added 'hunger cost' also. i will work on scaling/balancing

- ice shield / fortification: how about this: ice shield increases your defense, but fortification actually reduces the amount of damage you take.

- rage, etc. making rage decrease the other stats is a great idea (also scholarship/divinity) . that way you can't just super-power-up everything.

- will reduce the power of mana-feast, revelation, and healing spells.

- boss monsters are a neat idea also, but will take some work.
 i've always toyed with the idea of "demons" that aren't A-Z but higher, weirder characters. maybe that's a use for them. and they can drop equipment.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 25, 2012, 06:32:10 AM
got this done tonight:
- reduced amount of healing from HEAL spell.
- made sun more likely to light additional rooms.
- reduced effectiveness of mana feast
- made rage, scholarship, divinity decrease the other two stats.
- reduced range of revelation spell
- now allowed to buy food & arrows even if inventory is full.
Title: Re: Random Realms (general discussion)
Post by: guest509 on March 25, 2012, 09:25:32 AM
  Dang IBOL that's quick. Hey where do you usually post updates and what not?

  I usually go here for my roguelike news and stuff.

-Jo
Title: Re: Random Realms (general discussion)
Post by: getter77 on March 25, 2012, 11:50:13 AM
http://forum.thegamecreators.com/?m=forum_view&t=178942&b=5   This is the release thread where all the action has happened thus far, with each of his projects housed in a separate thread.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 25, 2012, 04:39:09 PM
hi,
i will try to post about updates here, and the other rr thread here,
but i get my download ability from TGC, the thread mentioned above
http://forum.thegamecreators.com/?m=forum_view&t=178942&b=5
though i might not be able to put anything new there... we'll see...
i'm working on it a while today.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 25, 2012, 09:03:33 PM
no actual compiled version yet. i want to tackle some of the larger issues first.
but here's what i got done today:

- changed the name generator some
- reduced range of lava spell
- increased the king's maximum life
- changed the player HP calculation. player will now have less LIFE overall.
- gave higher level monsters more 'points' to use during bestiary creation.
- gave monsters random 'sizes' that effect their starting HP.
- added command [A] - adjust map size. if your computer slows down with large
  amounts of the map displayed, try this. it limits the display somewhat.
- kept "ice shield" as is, but changed "fortification" to actually reduce
  incoming damage. still degrades over time.
- fortification slows you down.
- now see details of the king if you use [m] in the throne room.
Title: Re: Random Realms (general discussion)
Post by: Game Hunter on March 26, 2012, 04:08:59 AM
wand = Mana Crystal? is that a good name?
That ought to work nicely.

about spells becoming obsolete: they actually do scale up with your level and abilities. granted, kill will always be more powerful than hurt, but higher level spells have an added 'hunger cost' also. i will work on scaling/balancing
I definitely noticed scaling, at least with some spells (Ice Shield and Heal were the most noticeable). Mostly the obsolescence comes with, for example, Beam and Mind Sling having an inferior damage base when compared to Ice Shard or Chill (not sure about the latter, as it's supposed to be low damage), which become inferior in the face of the Piercing spells, which aren't quite as good as Inferno. Many of those single-shot spells, in turn, are inferior to the bow and a good Body stat (to ensure good to-hit), which deals craploads of damage that usually doesn't have to worry about the element of the enemy. Just something to think about.

- rage, etc. making rage decrease the other stats is a great idea (also scholarship/divinity) . that way you can't just super-power-up everything.
I mention this specially at the end of the LP, but restoring your mind/soul through scrolls or leveling can put you above your supposed max reserves: this is a result of having a higher-than-usual mind/soul stat (seen most significantly with Scholarship/Divinity). Based on this, either there's a bug that the player's max reserves aren't updating properly with artificially-pumped stats, or that restoration surpasses the max at times. If I found that the mind/soul stats were more significant for things other than their reserves, I probably wouldn't mind the reduced max, but it's your call.

i've always toyed with the idea of "demons" that aren't A-Z but higher, weirder characters. maybe that's a use for them. and they can drop equipment.
The mighty schwa!

- reduced range of revelation spell
I don't know if stair-revealing happens with Revelation, but I'd make sure to also remove that feature if it's the case. At least, in my time playing I used Revelation for that reason half the time (may have simply ended up getting lucky with it).
- increased the king's maximum life
I'd be careful with this one. In the 15-floor game I played, I found the king a whole lot harder than in the 20-floor game, and I believe it's because the king is pretty constant when it comes to stats. It would be more balanced to scale his HP with the dungeon length, such that the fight is always a difficult (but doable) one. You may even want to consider adding abilities for particularly deep cases: stuff like teleporting and crazy area-of-effect spells change things up nicely when you're fully decked out and can handle it.

- kept "ice shield" as is, but changed "fortification" to actually reduce incoming damage. still degrades over time.
- fortification slows you down.
Sounds like a good change to me, as there's now reason to get both. (Or, in some cases, choose which one you believe to be more valuable.)

I was also thinking about the possibility to give the player benefits for particular "titles". That might be kind of difficult to do, especially because the titles are (at the moment) more of an afterthought: maybe just grant some extra boosts for players that focus on particular stats, like extra regeneration in the appropriate stat, or speed for high Body and better scaling for mind/soul spells. You should focus on the other balancing issues first, though.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 26, 2012, 07:02:01 PM
so far monday:
- gave player more HP per character level.
- king can teleport when he is hurt
- 'wands' are now 'mana crystals'. mana crystals of the same type (FISLDG) will 'stack'
- Mana Crystals must be "prepared" [P] (this is like equipping them).
 ( i was thinking of making the crystals explode if their charge goes above 99...something to watch out for...)

next big job:
'demons' , scale to be hard for you, new stats each level, drop good items. don't move far.

yeah, in late game, beam is ok against dark creatures, but otherwise not much.
i'm actually ok with early spells having a degree of obsolescence.

i never actually compared spells to the bow. thanks for bringing that to my attention.

i will definitely scale the final boss to the player's selected difficulty and depth.

revelation now does not reveal the exit. also, soul search gives short-lived monster sense and treasure sense. they are differentiated at least some / not redundant.
also, sould search has a chance to find 'magic stones' . i don't know if any of you have encountered those, but sometimes you have to find enough magic stones to descend from a level.

OK, final monday progress:
"demons" exist, high HP & dmg, their traits are random, very powerful, with ranged attack, and they are guaranteed to drop a magic item.

need to fix a few things and then i will probably get a release version out Tues/Wed
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 27, 2012, 07:25:53 PM
how would people feel about me putting sound to this? (not music, unless you know of something applicable and free...)
of course there would be the option of not using it, but maybe that's a good idea?

maybe i'll try that...

working on king scaling today, and getting a 5&10 level play option . possibly release wednesday.

Title: Re: Random Realms (general discussion)
Post by: getter77 on March 27, 2012, 08:25:20 PM
Sound is fine by me, especially if optional/adjustable---though I suppose it depends on what is in mind, ie Ambient?  Spell/Attack effects? Creatures? etc.
Title: Re: Random Realms (general discussion)
Post by: guest509 on March 28, 2012, 07:05:35 AM
http://sandbox.yoyogames.com/resources?cat_id=5

  Here is a link to some resources free to use. It's from the Gamemaker site. You can search by 'music' resource. There are a ton of free things there. It can take some time to sort through but maybe you'll find a diamond in the rough.

EDIT: Looks like some might be rips, but many are not.

EDIT2: I'd recommend checking out the "BLOOD" set of music from that link.

-JO
Title: Re: Random Realms (general discussion)
Post by: Game Hunter on March 28, 2012, 08:51:12 PM
Sounds can be a great way to design an aesthetic for the game, but I wouldn't prioritize it for the upcoming build. It can take a while to figure out what are good sounds (if they're heard often, they shouldn't get annoying; they should provide a rough understanding of what's going on; duplicate sound cases should not be confusing; and so on), not to mention building a sound system that is appealing to the player (how to deal with overlapping sounds, foreground vs. background qualities (or, more generally, distance metric), etc). I'd imagine it's a rather large undertaking, and trying to mix it into what is mostly a rounding-out patch with boss monsters would probably push back the release date by a lot. You may even ultimately decide that sounds don't improve the gameplay.

Don't get me wrong, I would like to see what you can do with sounds. I am, however, recommending that you delay its construction for a separate release altogether. If nothing else, decide what direction you want your game to go and take the steps necessary to get there.
Title: Re: Random Realms (general discussion)
Post by: guest509 on March 29, 2012, 12:13:01 AM
Agreed.
Title: Re: Random Realms (general discussion)
Post by: getter77 on March 29, 2012, 11:38:25 AM
I'll third that---certainly a much more...less-insane...thing to shoot for with a project still just starting out as opposed to one with a certain degree of maturity/things locked down around a certain mindset to it like RR here, no need to hurry per se.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 29, 2012, 06:03:38 PM
yeah, ok i know i missed my own projected release date,
but today i added "throwing potions". it was easier than i thought.
(in practice, i find that it actually takes me less time to "program" something
 than it does to just think about it and waffle and describe it endlessly...)
so, coming soon, rr009, no sound, lots of little improvements.
Title: Re: Random Realms (general discussion)
Post by: IBOL on March 30, 2012, 02:07:43 PM
ok, it's done, and available for download.
RR009
http://forumfiles.thegamecreators.com/download/2172907
Title: Re: Random Realms (general discussion)
Post by: getter77 on March 30, 2012, 03:10:29 PM
Awesome gain for a Friday, congrats!   8)
Title: Re: Random Realms (general discussion)
Post by: IBOL on April 24, 2012, 04:50:51 PM
it was recently pointed out to me that throwing potions has a sort of bug (does ~1000 damage to the king!) so there will be a new version coming again.
i honestly didn't take too much time on throwing potions, so i'lll try to make it better.

i was also told that the monster list was coming out different on different loads.
i will look into that also, and wonder if anyone else has seen it?
Title: Re: Random Realms (general discussion)
Post by: IBOL on May 27, 2012, 05:05:20 AM
OK, so 5/26/12, and a new version!
download it here:
http://forumfiles.thegamecreators.com/download/2132881
or visit the TGC forum page to see the thread (but no new info is there...)
http://forum.thegamecreators.com/?m=forum_view&t=178942&b=5&p=0

unfortunately , it will not fix existing saves.
(you can still play them, but the monsters you faced
 might not be the same)

please report any further issues here,
or by email to me personally,
which can be found in the readme
(hit F1 while playing)
Title: Re: Random Realms (general discussion)
Post by: getter77 on May 27, 2012, 11:40:30 AM
Congrats and thanks for yet another release IBOL!
Title: Re: Random Realms (general discussion)
Post by: IBOL on June 01, 2012, 02:00:55 AM
actually, i've been told that it's not fixed.
so i'll have to find time to really get in there,
maybe even change the way that game saves are done.

i really think the problem has to be with the addition of demons.
the entire monster bestiary is generated from a single seed,
and i think demons are throwing that off...

we'll see...
Title: Re: Random Realms (general discussion)
Post by: IBOL on August 15, 2013, 10:00:30 PM
Well I'm working on random realms again
As far as I can tell , the corrupted saves big is dead
I s
Title: Re: Random Realms (general discussion)
Post by: guest509 on August 16, 2013, 07:15:19 AM
That's cool IBOL. I like this game.
Title: Re: Random Realms (general discussion)
Post by: getter77 on August 16, 2013, 12:44:02 PM
Nice work, always good to see your projects developing further!   8)
Title: Re: Random Realms (general discussion)
Post by: guest509 on August 17, 2013, 03:16:24 AM
I find the procedurally generated monsters + info screen between levels to totally awesome.

I've worked on my own procedurally generated robots to fight my Gunfist hero. It's not anywhere near playable, but procbots and infoscreens are core ingredients stolen directly from RR.
Title: Re: Random Realms (general discussion)
Post by: IBOL on August 17, 2013, 05:29:23 AM
yeah, Jo,
it was finding a comment you said back in December about RR being in your top 5 enjoyed roguelikes that made me want to get back to work on this. and I really did find the bug I was looking for . man was it tricky.
I think it feels pretty awesome to have my work inspire yours. (you called it 'stealing' but whatever :) )
Title: Re: Random Realms (general discussion)
Post by: guest509 on August 17, 2013, 09:06:24 PM
Heck yeah I enjoy your game thoroughly. I'll have to give it a couple of good runs over the next few days. Traveling now.

This game and Aliens and Brogue are consistently a solid play for me.

Stealing or 'inspired by'?  ;)
Title: Re: Random Realms (general discussion)
Post by: AgingMinotaur on August 19, 2013, 08:37:16 AM
This is the good stuff, IBOL. The UI is blessedly polished and accessible, and the game seems to have tons of nice stuff and powers to uncover. Also, I loves me some monstra biformia1. I did just a few quick play-throughs in shallow dungeons. As much as I love the randomized critter descriptions -- this kind of thing needs to be a lot more in RLs in general -- the monsters do feel a bit same-y, at least on lower levels. An "A"nimal with the head of a baboon and the body of a pigeon seem about the same as one with the head of a chihuahua and the body of an elephant. Also, I noticed the higher level monsters didn't crop up so often, so that even on level 5, I find myself facing mostly As and the occational B. Again, that may mostly be a problem with the very short dungeons, in which case … well, maybe they should be either rebalanced or taken out of the soup altogether.

As always,
Minotauros

1 Or should that read "monstris biformibus"? :P
Title: Re: Random Realms (general discussion)
Post by: Zireael on August 19, 2013, 01:21:07 PM
Where can I download newest version (preferably the one without corrupted saves)?
Title: Re: Random Realms (general discussion)
Post by: IBOL on August 20, 2013, 08:15:48 PM
very soon I will post it. tonight after work if I remember.

thanks minotaur, I will look into that.

I know the "physical descriptions" of monsters don't have any impact on play mechanics.
it's just something I wanted to see if I could randomize.

I think to get a good idea of the game you need to play to at least a depth of 15 or 20,
and then you'll starting finding some really incredible weapons and learning some
truly powerful spells.

Title: Re: Random Realms (general discussion)
Post by: IBOL on August 21, 2013, 03:26:46 AM
Jo,
to be mentioned alongside brogue and aliens is quite a compliment!

and now, here it is,
the new version of
Random Realms!
http://forumfiles.thegamecreators.com/download/2480385 (http://forumfiles.thegamecreators.com/download/2480385)

* free. complete. for windows.
* Full Documentation Included
* Variable Game Length and Difficulty
* Set Perma-Death On or Off at Game Start
* Full Magic System
* Simple Controls and Interface
* Many Automatic Gameplay Features
* Online High Score Tracking
* Over 1 Million Possible Weapons!
* Over 10 Million Possible Monsters!
Title: Re: Random Realms (general discussion)
Post by: AgingMinotaur on August 21, 2013, 11:30:13 AM
I know the "physical descriptions" of monsters don't have any impact on play mechanics.
it's just something I wanted to see if I could randomize.
And you did manage exactly that. Superbly, might I add.

As always,
Minotauros
Title: Re: Random Realms (general discussion)
Post by: Samildanach on August 25, 2013, 02:47:56 PM
Jo,
to be mentioned alongside brogue and aliens is quite a compliment!

and now, here it is,
the new version of
Random Realms!
http://forumfiles.thegamecreators.com/download/2480385 (http://forumfiles.thegamecreators.com/download/2480385)

* free. complete. for windows.
* Full Documentation Included
* Variable Game Length and Difficulty
* Set Perma-Death On or Off at Game Start
* Full Magic System
* Simple Controls and Interface
* Many Automatic Gameplay Features
* Online High Score Tracking
* Over 1 Million Possible Weapons!
* Over 10 Million Possible Monsters!
Good stuff, I'm glad I stopped by this thread when I did. Random Realms is a very enjoyable and pretty distinctive roguelike. I find it one of the easiest to dip and and out of. It's certainly one of my go-to games when I feel like playing a roguelike but don't have a specific one in mind.
Title: Re: Random Realms (general discussion)
Post by: IBOL on December 03, 2013, 04:11:20 PM
I'm not done with Random Realms yet, but do you know what I'm working on now?
Approaching Infinity (http://www.kickstarter.com/projects/181428952/approaching-infinity-a-space-adventure-roguelike)
It's a graphical roguelike set in space, and it's pretty awesome.
If you've ever had an interest in Random Realms or any of my games, I urge you to click the link above.
Have you ever been there? I'm there now.