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Messages - Xaron

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1
Design / Re: Stealth RL ideas?
« on: April 05, 2017, 07:47:22 AM »
Thanks, nice idea! :)

2
Design / Re: Stealth RL ideas?
« on: March 25, 2017, 05:38:13 PM »
Thanks for testing! You're right, will be fixed in the next build.

3
Design / Re: Stealth RL ideas?
« on: March 24, 2017, 04:40:27 PM »
Alright, I've uploaded another tiny prototype where you can just walk (creates noise) and ping in that randomized boxes world. Nothing meaningful yet, just want to show a little progress:

http://www.sonobots.com/game/html5

If you prefer an executable: http://www.sonobots.com/game/b002.zip

Use WSAD or cursor keys to move and SPACE to ping.

It's pretty real time at the moment, next steps will be to put in some other bots and test both turn based and real time environment. Thanks!

4
Design / Re: Stealth RL ideas?
« on: March 21, 2017, 07:44:29 AM »
No no no, I'm not settled to multiplayer, this would be an option. Decision is made, this will be classic turn based. :) Thanks again!

edit: or not... Still prototyping stuff. Realtime has its benefits, too and might be more fun...

5
Design / Re: Stealth RL ideas?
« on: March 20, 2017, 07:26:29 AM »
Thanks guys! :) Your comments are very helpful and much appreciated!

Multiplayer wouldn't be a big issue, did this before but yes, it has to be planned from day 1 as it's completely different. Still not sure about that though, because multiplayer obviously only work when you have other players who want to play at the same time.  ;D

Quote
As for money, nowadays you can always aim for a Patreon later on down the road to get your art expenditures back... It's not a sure thing, by no means, but worth a shot, anyway, if your game ever gets a following

Haha, well yes. I know Patreon, I even support one guy there. Dunno, could work out indeed, but obviously that's still way to early. First there have to be a game and it's always questionable if it's received good or not even though when it's well made. Nowadays it's pretty difficult to get noticed at all...

@Publius: Thanks for that, didn't know it yet. I agree, stealth mechanics are not for everyone, but so are roguelikes, turn-based vs realtime, single player vs multi player and all that stuff. When I've learned something that there is always at least one guy out there who is more strange than you/me and will love what you do. :)

6
Design / Re: Stealth RL ideas?
« on: March 18, 2017, 03:58:29 PM »
Another idea, what if this sonar would be just an option for an overlay. I mean there could be rooms where you can see normally and others where you need your sonar...

And yes I plan to make it free even though I will invest some bucks to pay an artist. I see no point in charging money for such a game. I'd be happy if there are some out there who would it play and enjoy at all. ;)

7
Design / Re: Stealth RL ideas?
« on: March 18, 2017, 03:12:48 PM »
Yes this can work quite nicely for a real time roguelite. Would even introduce the possibility of multiplayer.

I'm not sure now what to do. Lol. Have to think again about realtime vs turn based...

8
Design / Re: Stealth RL ideas?
« on: March 18, 2017, 10:54:43 AM »
@Krice: You're right. There were sonar games before and probably will be more after this one. I just haven't seen a roguelike using these elements yet, even though there are quite some using stealth elements. I know that you can have it the same way using a spot light.

Actually the idea is to NOT ping around all the time. You will "see" your near tiles as you're making sounds while walking. This noise is used by your sonar as well.

@javelinrl: That's strange with firefox. Can you try this one please, it uses a different HTML5 approach (emscripten): http://www.leidel.net/dl/sonobots/Emscripten/Sonobots.html (press space to ping there!)
BTW: I use HTML5 just for prototyping, the game itself will be a real executable (Windows/Linux) plus possibly Android and iOS ports.

Thanks for your kind words btw, it's always nice to get some motivating feedback. I will keep you updated, will probably create a thread in EarlyDev then as well. :)

Another idea could be to use different frequency settings for the sonar, so you might use frequencies some of the other bots cannot detect.

9
Design / Re: Stealth RL ideas?
« on: March 17, 2017, 02:56:09 PM »
Haha thanks, yeah. I mean I can think it would work in both worlds, in real time and turn based. I'm more bound to turn based and roguelikes so I think this could be neat. ;)

BTW: Works for me in Chrome, Internet Explorer and Firefox plus Safari. What are you using?

10
Design / Stealth RL ideas?
« on: March 17, 2017, 11:25:14 AM »
Dear all,

I'm currently doing my very first rogue like (did other turn based games before) and would love to get some feedback and ideas.

So the basic idea of my game is that you stranded somehow somewhere (story is not set yet) in kind of a dungeon/cave. You have no lights, the only thing you have is a sonar. You will "see" the world around you using this sonar and can create pings to see more around you. But those pings generate noise (obviously) which can be heard by other creatures/robots (personally I prefer a sci-fi setup).

So give you an idea, I've put together a tiny prototype here: http://www.sonobots.com/game/html5



Basically all you can do there for now is pinging. The "world" is filled with random squares just to have something and test all the sonar occlusion stuff.

So my question is: Could this be fun, is this something you'd consider to play (will probably a free game anyway)? What stealth ideas do you have, what could be added?

I already have an idea for that hunger stuff. You see a battery symbol at the top left which would force you to find battery packs or places where you can recharge your batteries...

Would love to get some feedback on this, thanks! :)

11
Design / Re: Turn-based vs real time
« on: January 19, 2017, 02:30:40 PM »
Haha yes, I know! But I never did a roguelike before. Well... actually I once started one but haven't finished it yet. Dungeon generation, monsters and all that stuff worked, and it was for mobile (Android, iOS)...


12
Design / Re: Turn-based vs real time
« on: January 18, 2017, 12:43:35 PM »
In that case I better stay here.  ;D

13
Design / Re: Graphics for Roguelikes
« on: January 18, 2017, 07:43:34 AM »
Haha thanks for stepping in. Yeah I agree to you, I know many hardcore fans will disagree though. ;) I'm not an artist just a programmer but getting a talented artist has never been an issue to me. Generally I'm not aiming for a dungeon type RL but for an open world RL...

And creating 4 RL games? Uh yeah, plenty of time ahead but I'd be lucky if I manage to create only one.

14
Design / Re: Turn-based vs real time
« on: January 18, 2017, 07:21:14 AM »
Well well... you might find out when you're doing your next turn. ;) But don't rush into anything too fast too far!

15
Design / Re: Turn-based vs real time
« on: January 16, 2017, 07:46:17 AM »
rofl, I love you Krice!  :-*

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