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Messages - PerspectivDesigns

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Incubator / Re: My first Roguelike!
« on: February 26, 2014, 02:57:02 AM »
I dislike C#, so I don't comment ;) Anyway, I think that the "Early Dev" forum would be more appropriate.

Well it's what I'm used to XD    I'll post another thread on the Early Dev Forum.

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Incubator / Re: My first Roguelike!
« on: February 26, 2014, 02:56:28 AM »
Doesn't anybody do anything on here?

Mostly we just argue about the definition of the word "roguelike."  Anyway, if you want to make a close range combat-focused game, the best roguelikes to study are Sil and PrincessRL.  Both are excellent games that improve traditional roguelike combat in a number of ways.

Lol. Yeah it's a bit of a vague description. I'll take a look at Sil and Princess RL. I also really like DF combat, but I find it takes too long, is a bit too brutal, and is just too complicated.

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Incubator / Re: My first Roguelike!
« on: February 25, 2014, 09:00:50 PM »
It seems like this forum is really empty. Doesn't anybody do anything on here?

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Incubator / My first Roguelike!
« on: February 20, 2014, 10:15:46 PM »
 So I have just started work on my first roguelike! My plan is to make a small roguelike and then move on to a larger one with my new knowledge.
The roguelike itself is going to be a fairly standard roguelike, except that I want combat to feel similar to movie fencing. Almost all the weapons will be fencing swords and the world will be filled with contraptions to add to the cinematic feel (chandeliers to hang from while smacking goblins with a foil).
I'm programming the roguelike in C#
Currently there is only dungeon creation and exploration. My next immediate step is adding range of vision.
I'm not sure how to post pictures in the forum, so here is a link to a screenshot.
http://fav.me/d77av3j

I generate the caves using a game of life and then I add random connected caverns and broken rooms.

What do you think of the idea so far?
Any general advice about making roguelikes?
Any advice for my roguelike in particular?

Thanks!

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 19, 2013, 05:39:52 PM »
+1 organ donation as a resource mechanic.  :-)

Shadowrun had a system of 'essence'. Each cyber implant lowered your essence, and your essence score was equal to your sanity or whatever. So lots of wetware made you crazy.

Lol yeah  ;D

I'd rather be more blunt about what cyborg parts really means. I've never actually played Shadowrun, but I've seen it on Steam.

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 18, 2013, 06:22:53 PM »
Quote
One of my main ideas is that every time you're injured, like if somebody shoots your arm and it has to be amputated, you'll be able to pay to get your arm replaced with a better (or worse depending on your money) robotic arm

Would be cool also if you can trade in one of your arms for extra $$$? As in "i would give my left arm for that plasma rifle". then the game informs you you can't fire it because it's a two handed weapon.

That would be really cool! I'd mostly thought about just giving away your limbs for free, but that's really cool!

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 17, 2013, 07:13:36 PM »
If you just want us to play it, ASCII is fine. If you want others to play it then tiles are the way to go.

I like ASCII personally because it can be so versatile and quick.

It really all depends on what your goal is. I've done a mock up of a Scifi starbase space marine type RL, with single color atari/intellivision style graphics. It turned out very cool. So art and theme can feed off of each other. Like Dredmore, good graphics and goofy elements go hand in hand.

Cyber punk and neon can go hand in hand as well. Or maybe a high rez ascii with a dark inner color and light outline of the same color to make it bright. I dunno, just spitballing here.

Tiles are probably the best for mainstream appeal.

I don't really care about mainstream appeal. I think I'll start with ascii (using my own font), then if I don't like it I'll switch.

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 17, 2013, 03:53:22 AM »
If there is to be matrix stuff, you might as well draw as much inspiration as you can from the old Genesis Shadowrun game---though it isn't like the one in Returns is bad so much as perhaps not ideal for the amount of folks you'd have toiling at it.

There's to be a new edition to the Cyberpunk core books and whatnot if my memory serves, to coincide with the forthcoming CD Projeckt RED 2077 cRPG.

Only taking some inspiration from the Matrix. I found the Matrix a little too goofy for Cyberpunk.

That's pretty cool! The trailer for Cyberpunk 2077 is part of my inspiration for making this game  ;D

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 17, 2013, 01:53:50 AM »
Before even starting programming I've been designing the way everything in the game will work (I'll revise this later).

I'm going to post here a couple of cool ideas I've had. I've also gotten some fun ideas from Cyberpunk 2020.


One of my main ideas is that every time you're injured, like if somebody shoots your arm and it has to be amputated, you'll be able to pay to get your arm replaced with a better (or worse depending on your money) robotic arm. The more you get close to death, the less human you get. If you pay some especially expensive life insurance you'll have your entire body (besides your brain) replaced when you're close to death (unless you're shot in the head or something).

The main thing you'll be doing in the game is hacking and possibly some spying. Combat will be rare, therefore especially brutal.

I'm thinking that hacking will be a bit matrix like. You'll use virus programs (you've bought or written) to fight antivirus software. (If you've got a better idea, please tell me  :D)

Every character will have a (small) Facebooklike profile. It will be possible to research all kinds of people, but you won't always know if the information is active.

I'm still not sure if I want a set gameworld or a randomized one. I think that I'll have a set overworld with some facilities randomized. (tell me what you think)

Tell me any other cool ideas you have!

(I plan on spending a long time making this, so please don't tell me it's impossible)

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 17, 2013, 01:35:51 AM »
The ASCII/tiles thing depends on the engine and the level size (it's hard to make big levels with tiles while keeping them readable)

Why would that be a problem? I can make the tiles as large or as small as I want. As you walk around the screen will scroll.
This. As I see it it, "big levels, see everything at once" is mostly a legacy thing. Naturally you can fit lots of ASCII characters onto a screen, but that doesn't necessary mean that you have to, or that it's even beneficial for the game play. Chose Tiles if you're able to make nice graphics that fits with the theme, otherwise don't. I like tiles, but I prefer ASCII over bad tiles.

Definitely true. I think I'll test tiles and ascii and see which looks better.

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 16, 2013, 06:02:48 PM »
Not really unless you greatly stretch Triangle Wizard I guess---just seems like a good direction to go abstract for an...abstraction of reality as it is.  Shapes, lighting/glow, zooming in/out, lots of contrast---lots that could probably evoke the feel you are going for without going full on into the traditional graphical armsrace nor the handicapping that strictly traditional ASCII may well present.

Sounds pretty cool! I'll create some mockups for what the final game might look like with each of these types of graphics.

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Early Dev / Re: Microgue (Updated 9/7)
« on: September 16, 2013, 03:18:03 PM »
Where can I play this? It looks fun  :D

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 16, 2013, 03:15:22 PM »
I can't decide, so I vote a highly stylized Vector Glyph approach instead to scratch some of each itch all at once.

That could look pretty cool! Do you know of any roguelikes that use this approach?

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This is Damn cool! I can't wait to see the full version!

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Early Dev / Re: Making a Cyberpunk Roguelike
« on: September 16, 2013, 03:11:28 PM »
The ASCII/tiles thing depends on the engine and the level size (it's hard to make big levels with tiles while keeping them readable)

Why would that be a problem? I can make the tiles as large or as small as I want. As you walk around the screen will scroll.

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