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« on: December 02, 2015, 04:34:04 PM »
I have been considering starting on a new project and making another rogue. I've started many, completed one (ok, it didn't have a true ending, but complete as far as my goals are concerned), and I continue to run into the same problem. They fulfill a lot of the rogue check boxes (permadeath, proc gen levels, etc) but they just aren't fun. I tend to make things that are interesting to me, from a programmers perspective, but aren't near as interesting to a player. I work on NPC to NPC AI, give the player options, but they aren't interesting (one is as good as the other or one is dominant). So I'm wanting to think really hard about the design before I start on yet another. I've read articles about balance and design on ASCII dreams, Sirlin, here, and RBasin. If you have any other good article sites, let me know.
The real impetus behind the post is I was thinking about one idea and wanted to hear feedback. I want to give the player interesting options in combat and thought about giving him a rock, paper, scissors (RPS) kind of choice. Something like a attack, block, and a counterblock. Instead of these being distinct actions, I wanted to implement them all as a form of attack. It's just that block would do very minimal damage but would essentially negate that full attack option that the opponent uses.
Since RPS isn't fun as a single match and only becomes interesting as you play multiple against the same opponent, I thought I would give each mob a set of preferences (probabilities) to which action it would use but give it an ability to partially modify those preferences to what it has observed the players pattern as.
What I'm trying to achieve is give the player an ability to learn monster patterns, but at the same time balance exploiting those with creating a player pattern the monster can exploit. I want to match the preferences with the monster stats as well, giving high hp but low damage abilities to ones who use block more often etc. Hoping to give the monster some personality here.
I feel like I could take this further with gain-able perks that reinforce one of the options and gear that relates as well.
I'm not naive enough to think no one has thought of this kind of thing, so if you have examples of where it has worked or not, tell me. Also, I'd like to know if this sounds like it could work and what problems are forseen or guidelines I should follow.
I also understand that interface seems like a problem with making it streamlined without many controls. Idea's here would be great too. Start from an interface like the original rogue is what I'm hoping and modify it, but there may be better alternatives(?).