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Messages - Draconis

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Programming / Re: Modern Hitman/Spy RL
« on: May 18, 2011, 02:17:14 AM »
I had an idea for something like this after playing Alpha Protocol but the idea was extended to multiple organisations and the politics that results.

Basically you start off working for one of the governments, and then you can either take missions like "assassinate x", "sneak into y and steal z" or whatever, or you can infiltrate another of the agencies or terrorist groups. You can even betray your agency and join the terrorists. You then have to do jobs for both, feed information back to your agency and the like whilst not letting either lose trust in you (ala Splinter Cell: Double Agent). If your agency loses trust they burn you, if the terrorists lose trust they just have you executed.

When burned you can stay with the terrorists, or just become a freelance, and have to do freelance jobs to keep yourself in the money. Of course piss off your government or sell the wrong info to the wrong people can quickly make you a wanted man...

It's a great idea, similar to what I was planning in the (very) long run. Procedurally generated factions, influences, and missions, with the possibility for traitors, and ambushes etc. Would be very cool.

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Programming / Re: Modern Hitman/Spy RL
« on: May 05, 2011, 02:32:03 AM »
The stances idea is great. They could be used for all sorts of cool things.

Just reiterating a previous comment about fast switching between weapons. In Hitman it is often necessary to "sheathe" weapons and pull them out at the right moment. Diablo 2 had a quick switch between two weapon sets.
I think it would be good to be able to quickly switch between weapons/tools without the need for going into an inventory or menu.

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Programming / Re: Modern Hitman/Spy RL
« on: May 04, 2011, 12:35:49 PM »
I've been thinking about how to have different interactions when bumping another mob.
As mobs might allies/neutral bump probably shouldn't attack them, but I don't exactly want to disallow this either. In nethack for example many command require some directionality, (off the top of my head) searching, kick door, find traps etc. I know there will be a number of abilities/commands like these that will require this kind of directionality. Such as being able to talk to mobs, attack, lockpicking.

Now, I don't think I've seen this in a roguelike yet (macros maybe similar?), is a hot key bar for weapon switching, items etc, these are common in many rpgs. Could I combine the ability to hotkey items into a hotkey bar (maybe 1,2,3,4,...0) with the directionality issue, such that selecting the lockpick in the hotkey bar would mean that a direction press toward an object would try an lockpick it.

I see issues arising already such as how do you talk to someone, select an empty item? but then what about unarmed attacks.

So yeah, thoughts and improvements required. Could something like this work?

Thanks
Draconis


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Programming / Re: Modern Hitman/Spy RL
« on: April 27, 2011, 10:51:37 PM »
Thanks for the feedback  ;D

I've been considering directional FOV but probably only for NPCs. But maybe hiding in shadows could remove this. And you'll certainly have ranged weapons so this combination of shadow for close combat stealth and range could work.

I'm using OpenGL and so this should allow for extra visual data, eg colour and I'm trying a system like Dwarf Fortress for representing multiple characters per tile.

The sound idea is really good and I think I'll give that a go, games like splinter cell and MGS have guards investigate sounds, and this can be used as a distraction or for an ambush.

I don't necessarily want it to be an entirely sneaky game, just a viable option. And yes I would think that always having good random generated puzzles could be very difficult.

Draconis

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Programming / Modern Hitman/Spy RL
« on: April 27, 2011, 02:35:52 AM »
Hi,

I've been wanting to make a spy/hitman themed roguelike for a while now.

I'm thinking randomly generated missions and goals. Each mission would be similar to a traditional style dungeon with levels (up/down), but the mission objectives would change and provide some quite varied gameplay. I'd also like so quite smart AI for when guards etc are alerted to your presence. I'd like to draw on games such as hitman which allows many ways to win a level, and also splinter cell/thief in general.

I'm fairly new to roguelike development and I'm just looking to see what people think and for any suggestions.

Thanks,
Draconis

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