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Messages - Cap n Crunch

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1
I like Jo's summary a lot.

To expand on his statement, there are some games that definitely are Roguelikes but some are like tits in a commercial.
I've never seen them out of place in a porno, but it doesn't mean i'm happy about the advert being on TV pre-watershed. :P

(a metaphor too far, mayhap ;))

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Traditional Roguelikes (Turn-based) / Roguelike-ish...What is a RL any more?
« on: September 19, 2012, 12:12:55 AM »
There's a part of my brain that responds to certain stimuli that makes me think "Roguelike" to things that may or may not be an RL.
Games of such ilk usually titillate me.
Though not Moria, Angband or Crawl, i get a roguelike-y feeling.

I've found of late this sensation becoming more prevalent in commercial releases.
Maybe it's a simple as punishing difficulty and procedural generation, but i'm not sure, so i'm fishing for a conversation on the subject. :)

There was a game on the Indiefort bundle from GG called 'Shepherd to the Slaughter', which stirred very roguelike-y feeling, despite being real time and 8 bit-ish.
In the 80's we'd definitely have called it an 'arcade adventure', but i felt distinctly roguelike-y.
Then there's this game i've just scored called FTL. Aside from being superb fun and painfully hard it just feels...well, it feels like a roguelike, yet by conventional definitions it's clearly not.

After Dungeons of Dredmor i've been looking forward to more commercial RL's, and am being challenged as much by the definition of the genre as much as the difficulty level.
Well, fellow dungeon bashers, your thoughts?

CC

3
Other Announcements / Re: Must-play Roguelikes
« on: November 23, 2011, 05:41:23 PM »
Sorry Xlambda, you are most deffo a nerd.
But i use that word as a term of pride, rather than of denigration.
You need to get yourself a tshirt that says...

"DF isn't unfathomable to me"

...on it and wear it in all it's glory. And yours :)
That game is like the @~&%ing matrix to me, even with swanky tiles.

Back to topic, Lycus, i enjoy the odd game of ToME as well as the obvious ones that you have mentioned and if you want a RL to punish you and let you know how easy Angband is, play Aliens RL.
That'll get ya :D

Crunch

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Other Announcements / Re: How much would you pay for a roguelike? (USD)
« on: November 23, 2011, 05:30:29 PM »
I pay whatever for a good RL, but i think there's constraints on what you can do with the UI before it's not a Roguelike anymore and you are getting more into Diablo style delving. I thought that Dredmor was a bargain for 5 bucks, i've played 280+ hours and i anxiously await the expansion.
The GFX on Crawl are pretty sweet as is.
My opinion is that a better thing to do would be a RL construction kit with some example games.
I'd buy that for 30 or 40 bucks. :D

Crunch

5
Well, it's not so brave as 'crawl', but Dredmor may just get a few more people playing this genre we love.
The games you mentioned, Getter, are alien to me but maybe, just maybe Dredmor may just get people playing Angband, Crawl and TOME, to mention just what i play...Though it's mostly Angband ;)
I'm a hopeless farmer :D

I think, i hope, the curse is broken...failing that, i'm gonna buy this game for my buds :)

Thanks, Getter,
Crunch.

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Other Announcements / Re: Project: Roguelike Renaissance
« on: July 14, 2011, 10:58:55 PM »
Getter, you have found a never ending quest, where the journey is the reward and every accomplishment along the way is priceless.

How could anything be more appropriate for a forum for Roguelikes.

I follow your journey with relish :)

Thanks for your inspriration,

Crunch

7
Thanks, Darren, i hope, when you get around to it, that you are not disappointed.

It's a good game...it doesn't have the farm-charm of Angband or the depth of Crawl, but it's worth your time.

Thankyou for your feedback.
I first got into RL's after finding Moria on a disk on my old man's 386.

Dredmor is a fine game, imho, well...it's not gonna stop me playing Angband, or learning 'Crawl but I'm happy that RL's are getting represented by a commercial game.

Crunch.

8
I don't know about anyone else, but I've been pounding 'Dredmor' all day and thus far I'm really enjoying it.
Am I right in thinking this is the first commercial RL?

I'm anxious to hear other peoples opinions on the game and RL's 'going commercial'.
Myself, I'm finding it subject to serious 'one more game' factor and was pleasantly surprised that it isn't overly RL-lite, with the addition of the increasingly ubiquitous crafting balancing out some of the more simplified mechanics.

Hopefully it is a long game, but usually the lighter RL's tend not to be.

Thankyou,

Crunch

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Classic Roguelikes / Re: Does anyone play Angband any more?
« on: July 08, 2011, 09:24:57 AM »
lvl 39...lol, I wish.
My record is a 20th Half Elf Paladin...lost him when a Tengu teleported me into the middle of a pack Orcs and Uruks.

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Classic Roguelikes / Re: Does anyone play Angband any more?
« on: March 17, 2011, 08:22:59 PM »
Moria is great, i'd love to see it with a graphical interface. It's the first RL i discovered.

I went for Angband as it was free on a mag disk...i'd not seen tiles on a roguelike before, so fell for it.
I've only had a PC for a couple of years now (though after a punishing upgrade schedule i have a x58 now)

I know how you feel about DCSS, it's a little 'Whoa!', but i'll get there.
Part of the enjoyment i glean from Angband is joy of farming, i know some people want more from their games...I still get jollies whenever if find a 'Westerness' weapon or simply see 'You feel your luck is turning' when i enter a level.

My tastes are broadening, but i still enjoy AngbandTk :)

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Classic Roguelikes / Re: Oops
« on: March 17, 2011, 08:15:03 PM »
I like a happy accident :)

12
Programming / Re: How hard can it be...(ParadroidRL)
« on: March 15, 2011, 05:49:27 PM »
Thanks, guys, for the feedack and encouragement.
I'm getting more psyched by it all the time. I think an RL themed on Paradroid will rock, but i'd rather compromise the paradroid-ness than skimp on RL goodness. I have images in my head (nothing too grandiose ;) ) and can kinda feel where i want to be at.

Ancient, you are right about the Hacking needing to be turnbased, maybe there's something we can do with the hacking minigame. It needs to be stimulating, as players will be doing it all the time and i neither want it to be a chore, nor too easy or hard. Keeping a punishing learning curve is vital for what i want to do. Players won't just hack droids, but anything with a computer attached. Doors, consoles etc...

Thanks also for pointing out Freedroid, it's far more slick than my old Emu Paradroid.

I'm thinking of having it mission based. The first base one level, few objectives, escape. and then 2 levels, more objectives, escape...3 levels etc...looted upgrades can be mounted in between missions, to provide 'character' improvement. I'm jotting ideas down on a pad and ejecting that which i think will be little fun or un roguelik-y.
I'll keep you posted :)
Thanks again.

13
Programming / Re: How hard can it be...(!)
« on: March 10, 2011, 02:50:17 PM »
Thanks, everyone :)

I'll look at Freebasic and Python while i'm pondering what would actually make Paradroid a good RL.

I was thinking of having upgrades rather than stats and items, and the original Paradroid games were sort of shmup/stealth affairs so i was thinking of taking a leaf out of AlienRL's book for combat, but make survival more based on needing to hijack another droid before the one you've 'jacked blows from damage than allowing for healing.

There's a hacking minigame that i think should be left in realtime, though the rest of the game will be traditional and turn-based.

I also want to transmit the the game from starships to moonbases and such like, to allow for a more roguelike feeling map. Maybe the players select a couple of the games early upgrades, to give a generation mechanism and 'class selecting' feel.

Sound like fun at all?
Thankyou for your feedback so far. :)

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Programming / How hard can it be...(ParadroidRL)
« on: March 07, 2011, 08:41:40 AM »
How horrendous is writing a roguelike?

Given that there's a 7DRL challenge, i'm hoping it's within my capabilities to write one given time...
...well an RL version of one of my fave games ever that i think will translate well.

I want to write a version of an old 8/16 bit game called Paradroid that came out on the C64 and Amiga.
In it you play as the titular Paradroid, a robot capable of hijacking other robots to utilise their capabilities, usually just bigger guns and harder armour, but i have some ideas for other uses that weren't implemented in the originals.

I have dabbled with programming since i was a kid and know a little from BASIC and AMOS/STOS.

Does anyone...
A: Think it'll be a good idea and,
B: Have any recommendations for a language to tackle. I haven't coded in high level for some time and never learned low level code.
I really could use some pointers, as i'm planning on a long-term project...Paradroid deserves to be good :)

15
Classic Roguelikes / Oops
« on: March 07, 2011, 08:35:58 AM »
Wrong area of the Forum, excuse me :0
Sorry.

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