Temple of The Roguelike Forums
Development => Programming => Topic started by: AlbinEngström on March 08, 2013, 05:08:10 PM
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I'm obsessing with the idea of making a sort of inverted roguelike during the 7DRL, in more detail, i'd like to make a game were you try to
maintain the balance of a dungeon(mazing, placing monsters/loot) so that visiting heroes will give it a good rating.
However, i'm not sure if people would pass this as roguelike, the gameplay is nothing like a roguelike, but on the other hand all the elements are there. :/
What do you think?
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Sounds like fun! Subverting usual roguelike gameplay is one of the joys of making a 7DRL :)
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Exactly. I consider my game to be in the traditional style. WIth no HP. And spaceships. And no inventory management. :-)
At least yours has a dungeon!
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:D Nice to know some people are flexible on this issue, thanks!
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I like your idea. Perhaps the goal is to see how close you can let the hero get to the Amulet before killing him off? Too soon and heroes get discouraged and quit coming, too late and you lose.
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Do it. Sounds like it'd fit in the spirit of the 7DRL event.
(And I for one love the Dungeon Keeper/what did I do to deserve this my lord type of games, so massive bias.)
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I like your idea. Perhaps the goal is to see how close you can let the hero get to the Amulet before killing him off? Too soon and heroes get discouraged and quit coming, too late and you lose.
Or perhaps, score the dungeon by the value of loot (and/or player experience points) in the "bones" file. So you get rewarded by letting players conquer lots of monsters and capture lots of loot but if they ascend, you get nothing.
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I think the first question is would it pass as a game.