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Messages - zenkalia

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Programming / Re: mmorl
« on: November 02, 2009, 05:51:56 AM »
I would strongly recommend studying up on the Fushigi Dungeon game series for notions on monster types as such "significant variety" tends to largely be the core of the Shiren games if not the lot of them.

It's funny that you bring up Shiren since I noted Shiren and Rogue as great examples of games that had unique enemies on my dev blag (mmorl.tumblr.com).  I respect the hell out of these two games and will be incredibly happy if I can have that same level of personality in my monsters.

Anyways.  Monsters are coming along.  I think that I've decided to eventually have increasing difficulty levels in my game (similar to Diablo) because I'm afraid of the game being too easy in a multiplayer setting (item trading abuses, for example).  After putting in polling, the game has taken a huge step towards being playable.  There are five mysql queries in each poll, which I think is pretty reasonable.  I hope this thing scales.

I'd still love to hear what enemies you'd like to see in a roguelike!

2
Programming / Re: mmorl
« on: October 29, 2009, 03:15:51 AM »
- a self-creating world, at the I'd like my monsters to be unique rather than a set of slowly increasing numbers.  The initial code for monsters is going down tonight, probably won't be fully flushed out for a while yet.  Anyways, I'd like to hear what monsters you want to see in a roguelike.  The more unique, the better (the more unique AND easiest to code, the best).beginning there's only a village, but if the first player ever leaves a map into an yet-unvisited direction, the next map will be created randomly, but will remain like it was created forever (or until a certain event, like the final boss being beaten or whatever). So eventually you'll endless with a huge randomly created world, that has no end no matter in what direction you'll go

My thoughts are most aligned with this strategy.  I'm thinking of having a number of dungeons that are self-generating when a player gets to a new level (though, to be honest, there's no way that you as the player know if a level is generated one at a time or all in one group).  I'm thinking that dungeons will be cycled out and re-generated every so often.  Maybe give bonuses to people who are the first ones to get to a certain depth after it's generated?  

real reason for post:  GIVE ME SUBMISSIONS FOR MONSTERS.

I'd like to have monsters that are unique in some way.  Things that I liked in the past were:
  • g - gridbug - he only moved on the grid!  how cute!
  • K - knight - similarly cute, he moved in knight moves! (not very strong in hallways)
  • O - orc - he liked money, so he would stand on it and not fight you unless you hit him first
  • A - aquator - HE HURT YOUR ARMOR.
  • s - snake - lowers your strength with his poison

I'd like my monsters to be unique rather than a set of slowly increasing numbers.  The initial code for monsters is going down tonight, probably won't be fully flushed out for a little while.  Anyways, I'd like to hear what monsters you want to see in a roguelike.  The more unique, the better (the more unique AND easiest to code, the best).

Oh and there are now comments on the dev blag.  Peace.

3
Programming / Re: mmorl
« on: October 23, 2009, 09:08:33 PM »
If anyone cares...  I made a dev blag, mostly for me to keep track of what Im doing, but if anyone wants to know what's going on, here's the link:

mmorl.tumblr.com

The super short summary is as follows: lol it's a multiplayer door opening and closing game with multiple dungeons!

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Programming / Re: mmorl
« on: October 18, 2009, 12:25:49 AM »
I wish you all the luck with this, my own project will have everyone playing on the same server as well though not in the traditional MMO single world way, just small arenas. Multiplay ftw :P

Quote
new realization for combat/monster interaction:  monsters can have a target.  if you are their target, they move in your time (with a timeout to safeguard people sitting there with every enemy's attention).  If they have no target, they move once every 5 or 10 seconds.  This also solves the problem of entering and exiting other peoples "time circles" in the old system.

This I like, its probably the best idea ive heard for multiplay RL so far. Still might be hard to do if you have multiple players working together, where one has target and just sits there and the second player bashes it by taking many turns while the monster is stuck in a time circle where very few turns are being taken. If the cure for this is the monster switching targets, two players could jsut keep it switching by changing the time between their turns. I guess you could have two players in the same time circle and drop the move time to every 1 second for that circle. Where being out of combat is free for all time, with monsters without targets turning 5 or 10 as above.

I would love to respond to this with my full brainstorm that i had the other day but that would ruin some of the fun of my game.  Here's the gist of it though:  different enemies have different behaviors for targeting.  Some will be super aggressive, some forgetful.  Some will change targets every time they're attacked.  Juggling an enemy between two players will work for some monsters but not others.  Should be interesting.

5
Other Announcements / Re: 1st Person Roguelikes?
« on: October 15, 2009, 07:36:41 PM »
it kind of sucked but orcs and elves comes to mind...

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Other Announcements / Re: Slashie.net next xRL
« on: October 15, 2009, 07:28:50 PM »
that metal gear one is really cute.  you should do that. :D

my favorite non-RL to RL transformation has got to be doomRL though.  By the way, i liked your castlevaniaRL

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Programming / Re: mmorl
« on: October 15, 2009, 05:07:53 PM »
new realization for combat/monster interaction:  monsters can have a target.  if you are their target, they move in your time (with a timeout to safeguard people sitting there with every enemy's attention).  If they have no target, they move once every 5 or 10 seconds.  This also solves the problem of entering and exiting other peoples "time circles" in the old system.

loki.asuc.berkeley.edu/tiles/test3.php <- To break conventions or not?  I kind of like this keymapping.  It also removes any need for the shift key.

You will fail.

Well aren't you just a ray of sunshine or something?

Looking through your posts, it looks like you're the resident Negative Nancy.  Good to know.

8
Programming / Re: mmorl
« on: October 14, 2009, 03:33:02 AM »
Have you decided on how you're going to handle it regarding turn based vs real time play?  Obviously you can't have every player waiting until one guy makes his move, but I've never really been satisfied with the "everyone gets one turn per second" thing either. 
I'm thinking of something close to fallout in which player characters get to move freely, NPCs get a turn every 5 seconds or something like that, and when you go into combat, you are in strict turn-by-turn gameplay.  On the screen I'd represent a time circle or something around each player in the combat (party?) and when you walk by, you will be given the option to join this combat's timeline.  Even when you're in turn-by-turn combat I think that there would have to be a timeout for each turn, defined by the party leader, maxing out at 20 seconds or something.

snip
Arena style turn based combat is on the to-do list.  I'm also considering a Diablo style main town from which you jump into the dungeon.

Just to check, you wouldn't happen to be on the MnemonicRL team would ya?
I WAS NOT AWARE THIS EXISTED.  LOOKS PRETTY COOL THOUGH.

What are you using to make this MMORL?
PHP, MySQL, JS, JQuery, Python.  I originally intended to make an MMO game similar to FF1 or DW1, but rewriting the background image on tons of icons at one time seemed to bog down every browser other than Chrome and Safari...  :X

9
Programming / mmorl
« on: October 14, 2009, 12:32:47 AM »
I will succeed where so many others have failed.  I am currently working on a multiplayer roguelike.  It's going to be browser based and completely awesome.

The dev blag can be found here: mmorl.tumblr.com

My questions:

1. Theme?
I'd prefer to not do fantasy, since there are already so many, but doing other genres typically lends to more ranged combat and that is going to be tough with the way that I'm going to make time work (you'll love it, trust me).
2. Consequence for dying?
It's going to have to be harsh.  Back to level 1, lose all gold, lose half of all items randomly?

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