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Messages - jasonpickering

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1
7DRLs / Gem Acquisition Operative 7DRL
« on: March 17, 2015, 11:51:42 PM »
Well I finished so thought I would post it up here. I wanted to try something different so there are no monsters, and the game is based around balancing resources. I will try checking in here, and add some pictures later.

Download Here

2
Design / Re: Spell system
« on: March 01, 2015, 06:40:56 PM »
new system is in and working. The player is given a deck of spells and only had access to two at a time. There are also treasure chests which will allow the player to find more spells, and potions on the ground that add heal spells. current spells are

- Scorch - blast fire around the character
- Heal - gain 3 life
- Warp - sends the player back to the starting square
- Freeze - freezes all enemies
- Smite - does 1 damage to all enemies
- Defense - Adds +1 Health to max health permanently.

So the next part is to figure out how to get the spells to the player. current ideas are:
- Player Chooses item before entering and those items have cards associated with them.
- Player is given a random assortment of cards and must choose a certain number.
- player is given sets of 3 cards and must choose cards from each set until they have 10.
- player starts with 4 spells, each new floor gives them 3 spells and they can choose two.

now I don't know how well this will all work, because its a really small amount of spells. I really only have 6 to choose from. I dont know if making more spells will make the game more exciting either.

3
Design / Re: Spell system
« on: February 26, 2015, 05:54:01 PM »
So I originally wanted to do very small dungeons so I am still leaning towards the idea of a player building a character then going into the dungeon. So selecting the gear. As the player goes I can have them find potions and scrolls which could give them some spells to cast.

4
Design / Re: Spell system
« on: February 25, 2015, 02:29:04 PM »
So maybe doing something similar to hoplite and nuclear throne of giving the player upgrades and they are given a set amount and must choose one. Then the player can get a set amount of upgrades that could be passive skills or active skills.

5
Design / Re: Spell system
« on: February 25, 2015, 02:31:20 AM »
its funny that you mentioned Chaos. I actually worked on that. I did have an idea a while ago I called Dungeoneer. Which had a very similar feel. The player choose a hero, an artifact, and a god. Each one added 4 cards to the players "Deck".

this sort of worked but had some problems. Mainly I had each spell cost mana which you got for killing enemies, and the deck was always reshuffled. but I think making each card an auto use, and not refilling the deck, could create a good challenge. It would work similar to what I currently have.

I did like the idea of locking off spells for passive traits though. so I wonder if I could use that to lock off deck slots maybe.

so what did you mean by the same moves again and again. I thought about doing different enemies also. like a ranged enemy, so do you think that would add enough variety?

6
Design / Spell system
« on: February 24, 2015, 09:48:12 PM »
Hey guys. working on a very new very small Roguelike.


so it will have deterministic combat, and a focus on "spells". I haven't decided if I want to do spells as actual spells or do them as items, something similar to Zaga-33. in my design a Freeze spell, and a Freeze item, would both operate the same. its just the method in which the player uses them that I am trying to decide on. I am slowly moving towards and idea of the player setting up their character somehow before they enter the dungeon though and I want very short dungeons so it would be almost like setting out for an adventure like an actual hero, instead of "Hope I find a better sword" which always irked me story wise.

Spell idea:
All spells cost 1 mana. Player starts the game with 2 spells. Each floor they gain 1 mana. I could do something where the player chooses a hero to enter the dungeon with, and that hero will always have the same set of spells. or I could allow the player to choose from an assortment of spells. I could also recharge each spell like a floor after its been used, perhaps meaning players wont need to worry about Mana.

Item Idea:
Player can find treasure chests with items in them. Player has a limited inventory of 4-5 items though. Also the player would be given 2 items to start the game with, or I can give the player 4 options and they can pick two.

Artifacts
The other idea I have is the player can find "Artifacts". each item has a spell associated with it. I could also do something where a player can outfit their character before entering a dungeon. So maybe they give their Mage a Freeze rod, and a Heal belt, to go along with his fireball spell. This also means I could do Passive gear. so Maybe "Vampires Charm" might give them a 10% chance of gaining 1 HP when killing an enemy, but they have effectively locked one of their spell slots. which could give an interesting mix of building your character. it would be possible to create a full melee character, with 4 passive skills.

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Early Dev / Re: Microgue (Updated 9/7)
« on: March 20, 2014, 07:31:15 PM »
did you mean a link to MicRogue or to the Chaos Reborn site?

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Programming / Re: I don't understand random seeds.
« on: March 06, 2014, 03:00:09 PM »
Okay, so I basically need to figure out how to set the Seed for the RNG then any rand functions that come from it will always be the same. (I may need to test this out on some small tests). I would love if I could save a 6 digit number and always have the same world.

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Programming / Re: I don't understand random seeds.
« on: March 06, 2014, 12:39:04 PM »
Okay so using my previous example of two monsters how would I write it in logic steps to make it choose one or the other.

Is it have it choose a random number, then assign each monster  to one of those numbers?

10
Programming / I don't understand random seeds.
« on: March 05, 2014, 05:36:03 PM »
Can anyone explain seeds to me? I don't understand how people use it to generate random stuff. I use flash and I am not sure if it depends on language or not. I figure the best example might be something similar. Let's say I have two monsters. How does the seed effect the monster selection.

11
Early Dev / Re: Microgue (Updated 9/7)
« on: February 28, 2014, 08:00:11 PM »
Well this has taken a bit of a side project stance. I am working with a creator named Julian Gollop on his new game a remake of the original Chaos game for the ZX spectrum. The new game is called Chaos Reborn. So this only gets a some side time during the week.

The biggest change is a after playing Hoplite I always wondered why the hero could never block with his shield. I also wanted to get some more tactical feeling with the movement into the game so I added a shield mechanic. Basically the player can block attacks coming from either the left or the right. they cant always block it works as a sort of mini health system. Its done a lot to mitigate the overall difficulty curve, which was really hard.

As for the game itself its currently a 10 floor Tower. The player heads up to the tenth floor to grab the treasure, and then returns to the bottom. The tenth floor is a dragons horde, so the dragon chases the player on the way out. Showing up after a few turns on each floor pushing the player to rush forward.

There is not much replayability at the moment. The game is not terribly different from one playthrough to the next so I have been thinking about that. I like the idea used in Roguelikes of overshooting your goal. So I have been thinking about how to incorporate that.

12
Design / Re: RL idea: Murder RL
« on: February 16, 2014, 01:59:49 PM »
I don't know if I could do random plot. I was thinking of doing it similar to clue, but perhaps I could do a bunch of different scenarios (Murder on boat, Murder at country Club), also if the characters had different personalities, I could make a bunch of personalities and only use like 5-6 people.  I could also use a tile system and build a random mansion. Placing rooms around.

I would probably have to have some sort of plot and lying system. where players say who they were with. I could also have all the characters moving around the house and perhaps the murderer is not done yet. so if a murderer is in the room with someone and no one is around the murder could take out another person.

I could also maybe do a type of witness/guess who system. The killer was tall. The killer had a hat on. that kind of stuff.

I think probably the best approach, would be to "Sim" a murder sequence. Put 6 people in the house, One wants to kill the other one, they find a weapon in the building and do the deed. then each character can have a timeline where they remember what room they were in each hour and with what person. The game can have a time limit so asking questions would cost time and get you closer to end game, the goal being to solve the murder as fast as possible.

Once this basic premise is up and running a few other wrenches can be added in. two characters lie about where they were cause they were in a broom closet together, One character is drunk, or is he?, and gives unreliable card info. just stuff like that to always make it different, and like any good giant house, it would need secret passages.

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Design / RL idea: Murder RL
« on: February 15, 2014, 04:20:16 PM »
So I was thinking about this for a small RL. It probably falls in between roguelike and boardgame with random elements, but basically a murder has happened at an upscale mansion and the player must find the killer. I am thinking about similar board games that use these mechanics as I don't think many video games have. I am thinking like clue and 13 dead end drive. I basically wanted to start a discussion about it, planning so e stuff out and getting ideas, before I tried it.

14
Programming / Re: Monster generation
« on: February 06, 2014, 03:05:50 AM »
well I really only have the single room. so its all about the layout in that room. Although I do load the level from a XML file. I guess I could place Several monster spawn areas around the room, and then the game can just pick which ones to spawn the monsters at. that might be an easier way.

I am also looking back into the equation idea after looking at my monster amounts. I have nice bell curves in the monster amounts reaching peak at certain points then gradual taper off, so I think I can derive an equation from that, but just make sure that the equations is always starting at 0, but after peak never getting below 1.

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Programming / Re: Monster generation
« on: February 01, 2014, 04:50:37 AM »
the whole XP thing sounds very similar to the CR value system I was using before based off of Pathfinder games (Might be in original D&D).

so here is a question the tangentially relates. How do you guys usually go about finding what squares to place your monsters on. Right now I just fill them up randomly, but does anyone use monster placement rules?

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