Temple of The Roguelike Forums
Game Discussion => Early Dev => Topic started by: sthrnfried on March 15, 2015, 12:41:31 PM
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So, if you were to have asked me a month ago what a roguelike game is, I would have stared at you directly in the face like a lost puppy and shrugged stating "I don't know." However, I have been building a labyrinth style game (maze) where you start off as a hero (able to choose race, class, gender, etc) and set off to conquer the labyrinth's of Ancients Bound. It was not until a friend of mine tried out the demo and told me "Oh, you are creating a roguelike game" that I first learned about the existence of the genre. So, with that being said I come before you all today and ask, am I creating a labyrinth RPG or a labyringht ROGUELIKE game? Before I start to ramble I will go over some of the aspects of the game.
- Permanent death
- Generated maze environments (using Prim's algorithm)
- Randomized enemies, treasures, rewards, etc
- Crafting system (blacksmithing, leatherworking, alchemy)
- Secondary professions (cooking, first aid)
- Auction house?
Since I am frequently on the go for work, etc I wanted a way to be able to share my experience with my children. So by using my professions I am able to posts items that I have to the auction house and they are able to buy these items from home (using in game gold pieces.) I really liked the ideal of a networked auction house that way I can buy items from others whom have different professions than mine, as well as gear, etc.
So, with everything being said, what's the verdict? Have I unknowingly created a roguelike game, or have I created something completley different all together? Please feel free to comment and such, I really look forward to hearing feedback. (screenshots linked on this page)
(http://i.imgur.com/HPgYFV7.png)
(http://i.imgur.com/mDMV1nf.png)
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It's hard to say for sure without being able to play it to see how it feels (many have remarked that 'roguelike' is a feel rather than a list of characteristics) but the way you've described it, it sounds as though it's more or less a roguelike.
I'm curious - how did you find yourself using roguelike visual conventions such as @ and > if you were completely unaware of roguelikes as a genre? Have you played a particular game which influenced this choice without realising it's considered to be a roguelike?
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It's hard to say for sure without being able to play it to see how it feels (many have remarked that 'roguelike' is a feel rather than a list of characteristics) but the way you've described it, it sounds as though it's more or less a roguelike.
I'm curious - how did you find yourself using roguelike visual conventions such as @ and > if you were completely unaware of roguelikes as a genre? Have you played a particular game which influenced this choice without realising it's considered to be a roguelike?
Well, I used to play a lot of old PC games from the late 1980's and early 1990's where the games were represented in this mannor (I am an old man.) However, I did not realize that they were part of a sub-genre, I just always assumed these games were typical adventure games. There was one game I used to play a lot (the name escapes me) where the lead character was represented by a red @ symbol, and doors were represented by either a + or < symbol (opened and closed respectively.) It wasn't until I started making this game when I was told my previous influences were part of a particular genre in which I had no idea of the existence of.
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Yep, sounds more like it than not at the least---enjoy yourself checking out all that's been afoot these many years around here and on Roguebasin 8)
http://www.roguebasin.com/index.php?title=Main_Page
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PC games from the late 1980's and early 1990's
A.k.a The Golden Era....lucky you ;)
I was also interested in how it`s possible to come up with such a game concept (especially permadeath) without current awareness of the genre itself - your background explains it.
You say there`s permadeath and procedural content in your game, for me these are two of three most important things to classify one as a roguelike (turn based being the third element, though that can be negotiated) ASCII and other trappings don`t hurt the case either.
So...where`s that demo then? Classic roguelikes are rare these days, it`d be criminal to keep it just for your friends & family ;)
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PC games from the late 1980's and early 1990's
A.k.a The Golden Era....lucky you ;)
I was also interested in how it`s possible to come up with such a game concept (especially permadeath) without current awareness of the genre itself - your background explains it.
You say there`s permadeath and procedural content in your game, for me these are two of three most important things to classify one as a roguelike (turn based being the third element, though that can be negotiated) ASCII and other trappings don`t hurt the case either.
So...where`s that demo then? Classic roguelikes are rare these days, it`d be criminal to keep it just for your friends & family ;)
It is/was truly the golden era of home computing gaming. I had not originally intended this to ever be released to the general public as it was a hobby game of mine for my kids, and was intended to be my one great work as a software engineer of 20+ years (I never had no intentions, nor inclining to even make PC games prior to this, as I got burnt out making home made Atari games using ASM in the mid-eighties.) But now that I know such a community exist for these types of games I would be more than happy to release it to the public. But there are a few things I need to button up first such as network play.
The system I am making allows you to engage in non-lethal combat with one of your friends, or complete "RAID MAZES" that drop items more powerful than found in real world mazes (up to 4 people per maze currently supported.) I had to take a general stance and give every class a self heal for this, but you can level a priest whom is a dedicated healer and has more powerful heals to keep your friends alive as they do battle.
There are a few other things that I would like to add in before releasing any type of beta works to the public such as a few more maze algorithms (the maximum maze size currently supported is 3,000 x 3,000 chars which is amazingly huge!) I also need to finish adding in towns (where you can buy gear, craft your items and learn new recipes for goods.) I am just glad that this is not all for not and that there is a community whom appreciates these games and realizes that graphical effects have a very minimal impact on a game, wherein content and quality are the determining factors by which to appreciate a game. I feel like a kid in a candy store having found this community, who would actually want to play a game with simple text, and the heart of a true RPG.
Thanks guys, I shall keep you all updated and watch this thread heavily!
EDIT: I did add one feature in that I hope won't make you all think less of me, I have added sounds (all of which are computer generated however.)
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PC games from the late 1980's and early 1990's
I was also interested in how it`s possible to come up with such a game concept (especially permadeath) without current awareness of the genre itself - your background explains it.
To expand on this, I have been playing Dungeons & Dragons since 1986 and our GM when you die will rip up your character sheet, so that was my mentality here and where I got the idea.
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Just wanted to once again say thanks to everybody for the support, ideals and comments. I did some more work today on the program and added some options that allow users to change the terminal colors. I added random monetary rewards, made enemies spawn depending upon the roll of the dice after each move (circa Dungeons & Dragons) and a few other effects. Overall I am happy with the way mt little maze game is shaping up. If you have any suggestions please feel free to voice them, and I will do my best to answer them & implement ideals into the game.
(http://i.imgur.com/t7FdmNW.png)