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Messages - groovy9

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Early Dev / Re: A Roguelike/Arcade/ActionRPG mashup (design document)
« on: October 31, 2014, 06:35:32 PM »
Maybe a better description is an arcade game with action RPG mechanics and a roguelike look and feel.

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Early Dev / Re: A Roguelike/Arcade/ActionRPG mashup (design document)
« on: October 31, 2014, 06:32:06 PM »
Yeah, the game is basically about creative fighting, which is essentially what the Diablo 3 endgame is, but it's broken in various ways that are fixable.

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Design / Re: Damage reduction algorithm - looking for advice
« on: October 31, 2014, 01:55:49 PM »
I'm in favor of keeping systems simple and depending on emergent complexity.  Making your armor rating a simple percentage reduction of incoming damage is very simple.  It maxes out at 99% (or whatever number you need to balance your game). 

Body armor can be 1 to 20% depending on quality.  Gloves 1 to 5, etc.  You determine how many armor slots there are and can set the armor range of individual pieces so they add up to an absolute max of whatever you need.

You also control the monster stats, so you determine how their damage scales up, can give them non-damaging abilities to gain effectiveness against the player.  Give 'em extra hit speed, or magic abilities that get around armor or knock off armor.

Or give the player abilities that allow him to survive with low armor.  Movement speed, ranged attacks, invisibility, etc.

Basically, I think the answer is in creativity rather than designing the perfect one-size-fits-all combat system.  Keep the system simple and understandable by players.

So many times I start a game, find an item with "20 armor" and have no earthly idea what that means in practice.

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Early Dev / A Roguelike/Arcade/ActionRPG mashup (design document)
« on: October 31, 2014, 01:39:06 PM »
So I've started and stopped coding a roguelike several times, and never got anywhere because I just couldn't zero in on a concept that I really wanted to play and was feasible to create.

Oddly, after playing a whole bunch of Diablo 3 and getting all pissed off at the things I hate about it, an idea formed.

I finally have a concept from end to end that I can't wait to play. I just cranked out a design document for it. For those of you who are into such things, feel free to take a gander, steal ideas, provide critiques or additions, tell me I'm retarded, etc.

It's long, but I think there's good stuff in there.  It seems a toss-up whether an unplayable design document belongs here or in the design forum, so I'm sticking it here.

https://docs.google.com/document/d/1dGMFZ-GvwaqKHy6BCIShedxZ528AKAjjv9UchiNtg9A/edit?usp=sharing

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