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Messages - ejg_dnd

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7DRLs / A swap through time [7drl 2016]
« on: March 05, 2016, 03:07:13 PM »
My previous 7DRL submission "The Reset Button" done right. Players interact with the game world by swapping locations of two objects instead of moving around. You view the game world on a timeline, and you can add new swaps on any point. Elements in the game world will add interesting dynamics, such as wormholes that will swap tiles between two points in time.

Should be interesting.  Still on the fence about whether it will be a javascript roguelike or python roguelike.  Will do some investigation before I start.

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7DRLs / Re: RL book and 7DRL Challenge involvement
« on: March 05, 2013, 06:02:30 PM »
I might contact you with information.

Anyways, I would recommend posting this announcement on 7drl.org.

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Incubator / Re: Intro to the Incubator
« on: June 12, 2012, 09:50:41 AM »
Also joining and hope to have something ready.

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Other Announcements / Re: Let's Play... a Bunch of Roguelikes!
« on: March 04, 2012, 07:59:30 PM »
What would be cool is if someone could do a lets play on every 7drl released this year.

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Other Announcements / Re: Share your ideas for 7DRL
« on: March 04, 2012, 07:58:17 PM »
  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.

Same here ;).

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Other Announcements / Re: Share your ideas for 7DRL
« on: March 04, 2012, 03:22:33 PM »
I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game.

What is DROD?

I've come to a similar conclusion myself lately about stats, dodging etc.  Deterministic systems should be the norm in games with permadeath.  Failute should always be from your own mistakes, not the whims of the RNG.  Dice rolls are an inheritance of table top gaming, where there was a specific tension to picking up the dice and rolling them hoping for a specific number.  When a computer does it and you never ever see the calculation then it just feels arbitrary and unfair.  Not fun at all.

Equipment and items are also boring as they take away from the fun of interactive gameplay.  You should spend your time making tactical decisions, not fiddling about in menus.

Anyway, my 7DRL 'Rogue Rage' has nothing to do with economy, and I'm sure as heck not changing my design now  :P  If you want to know all the gritty details I've got them in a spreadsheet (take note of the different tabs):

https://sites.google.com/site/darrenjohngrey/games/roguerage-designdoc.xls

As a simple overview, it's a melee combat game that encourages fighting against groups.  You attack enemies just by standing next to them, with bump-to-hit triggering special attacks.  The exact effects depend upon your stance, and you switch between these freely.  There is no character progression between learning new stances.  You have a Rage meter that increases in battle, and when it hits 100 you get quite immense power for a short amount of time.  Outside of Rage you're much weaker.

I'm hoping it'll be quite fun.  I don't think I've made a game yet where many people have actually found the gameplay fun, though I've been praised for other things.

I am going to have to disagree with you on some of these points.
1. Equipment, if done wrong, can take away from the game, as you fiddle about in menus.  But if done right, equipment actually presents tactical decisions.  Such as whether it is better to wear item x or y, which items to have in inventory (with encumbrance or limited slots), which items to improve (such as with Brogue)...
2. I disagree that deterministic systems should necessarily be the norm in games with permadeath.  Its more of a question of how you want the game to feel.   Random rolling, if done right, adds tension and excitement, as gameplay contains an element of luck.  There is the issue of having deaths seem "unfair", but if the game is designed right, these instances don't happen often.  Determinism gives it a "chess-like" feel.

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Other Announcements / Re: Share your ideas for 7DRL
« on: March 02, 2012, 09:02:05 PM »
Ok lets continue adding more ideas.  May put them up on 7drl.org ;)

-Suicidal roguelike: You play a @ that is really hard to kill.  Your goal is to repeatedly "die" in a certain amount of time to descend to the next level of the dungeon.  As you level up, you can make yourself more vulnerable, or get talents that can be used to achieve this goal.  Conversely, the monsters keep getting weaker on each level.

-Wall sliding roguelike:  You must always be adjacent to a wall.  You can only attack enemies if they are next to a wall.  Several abilities, such as creating or rearranging walls, will be useful for you to attack otherwise unreachable enemies and get to the stairs.

-Photographic roguelike: You don't have any weapons, but you do have a camera.  Your goal is to take as many pictures of monsters as possible, before time runs out, or you run out of food.  Additional points may be added if there is interesting scenery around the monsters.

-Instant healing roguelike: Your health regenerates really fast, you are up at full health each round.  Conversely, you can only get killed if you take that much damage in a turn.

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Other Announcements / Re: Share your ideas for 7DRL
« on: March 02, 2012, 04:49:54 AM »
For roguelike ideas, I think my 7drl.org post is particularly apt.

I like the idea of an economy focused roguelike.  Might use that for my 7drl.

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Traditional Roguelikes (Turn Based) / PlantForce 7DRL Released
« on: October 22, 2009, 03:24:23 AM »
After some agony trying to get the finalized product to be played outside of the compiler, I finally have a working 7DRL.

http://sites.google.com/site/eliotsprograms/PlantLife.jar

Please comment on how you liked it, or any bugs.  And remember that it doesn't work on earlier versions of java.

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