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Messages - Mythics

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Other Announcements / Re: Roguelike Radio podcast
« on: November 02, 2012, 03:31:25 PM »
Grats on 50 episodes. I've become quite addicted to them with a 40 minute drive to work. Not missed a single one as of yet.

Thanks for all the work.



Shameless request: If you guys get a chance at some point, I'd love it if you could do an episode on algorithms and/or map design. Things like Cellular Automata, Perlin Noise, BSP, etc and your preferences. Maybe some games that have really stood out when it comes to map layout/design. Scrolling maps vs not. How many levels 'feel' nice. Persistent levels, world maps, city generation, etc. Something along those lines perhaps.

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Programming / Enjoyable Combat, wherefore art thou?
« on: December 02, 2011, 09:15:51 PM »
Hello all,

I just joined up here with a specific question in mind, but from the looks of things, I might be coming around quite often for assistance if there are those here able to give it.

I've been looking into combat in most roguelikes as I develop something close to one of my own, and combat came up as quite a tricky thing. As it is going to be quite the foundation of my game, so too will items/spells/movement/visual range/etc all follow.

So, my question to this community, what styles of combat are most enjoyable?

I've been considering a system where all actions are placed into phases and each cost a set number of points (so you could move 2 tiles over, cast a spell, then get into a defensive position all in one round where each action cost a number of points to balance the lot of them).

I've also been considering a more simple version where every action uses up your turn, but add complexity to your actions (even for regular physical combat, so that piercing weapons do more damage to well armored opponents and cause bleeding, but heavy weapons might cause knockdown/knockback/armor damage).

I've even been considering making this with a skillbar for the player, where depending on the weapon, you may have different abilities to select from.


The game is intended to be more based on player skill rather than on character skill/level. I certainly prefer claiming to have defeated something on my own due to my intellect/preparation rather than because I grinded goblins for 3 hours prior to killing the giant dragon of doom and hope others do too. So, with these things in mind, anyone have any suggestions for a total newb game designer?

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