Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: dscreamer on February 05, 2014, 05:29:30 PM
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Hey, everybody. This is a 24HRL that I finished yesterday, inspired by a discussion I had with magikmw about position-/movement-based combat. I thought you all might appreciate the concept: It's an arcade-style roguelike with randomized attacks based on cardinal/diagonal/knight's move/far cardinal/far diagonal positioning.
Here's the download: https://bitbucket.org/derrickcreamer/forays-into-norrendrin/downloads/24HoursIntheMutantArena.zip
And, if you're curious but not convinced yet, here's the readme, which describes the gameplay in more detail: https://pastee.org/95vy8
I'm happy with the result - it illustrates the possibilities of an entirely movement-based combat system, and it's even fun once you get into it. Let me know what you think. Thanks!
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This is really cool.
There's no wave counter in-game, but the wave number is equal to the number of different enemies. My record is 19 waves.
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Good job! Does the AI do anything other than trying to execute its move? It works surprisingly well. I'd love to see the concept implemented in a full-blown roguelike :)
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Good job! Does the AI do anything other than trying to execute its move? It works surprisingly well. I'd love to see the concept implemented in a full-blown roguelike :)
Thanks!
No, the AI doesn't try to avoid your attacks or anything else fancy. Each enemy type updates a Dijkstra map each turn that leads to all valid attack positions for its attacks, and then they simply roll downhill on that map if they aren't already in position to attack.
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This is clever! I like it!
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+ The game uses randomness to create genuinely distinct player and enemy characters.
+ Enemies create different threats in different combinations
- Calculating every possibility is optimal play.
Attacks' setup positions are vastly more important than their finisher positions. Also, one time my dude learned two copies of the same move.
I'm especially impressed that you managed to make different enemy types unique independent of their health and attack values. Most developers have a hard time doing that with static content.