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Messages - liquidsoap

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Off-topic (Locked) / Re: RPG roguelike
« on: September 09, 2012, 05:03:32 PM »
I download the DS version of the Shiren with an emulator and just love the game. The music, character design. difficulty and just the amount of enemies and things you can do is amazing. Is the ds version different then the SNES version?

Off-topic (Locked) / Re: RPG roguelike
« on: September 09, 2012, 02:04:41 AM »
I still want the game to be hard. I've played adom quite a bit and like the difficulty level. It's not that you just need to play a character a lot to get connected to them. I think I am looking for more of a top-down rpg game with a lot of replay value (replay value like a roguelike) and a good story line and character depth. And not looking for a roguelike game that has some rpg elements.

Off-topic (Locked) / Re: RPG roguelike
« on: September 08, 2012, 07:54:00 PM »
I agree with Krice. Good character design really makes a game for me. The game does not have to be strictly a roguelike, but can be a top-down rpg with roguelike elements. LambdaRogue is a fun game. Good music and art style. I wish I could play Shiren the Wanderer but I can't find a download for pc.

Off-topic (Locked) / Re: RPG roguelike
« on: September 08, 2012, 08:52:38 AM »
rpg as in you can get really attached to your character. When you die you feel like you actually lost something and are sad (as sad as you can be playing a video game :) ). When your character levels up you feel like a badass. A game that you can just play for hours trying to make you character the best thing in town (or dungeon). In lots of roguelikes that are out there are just feel that if I die I just press restart and play again not getting the feeling of losing something. Ya sure I may have lost a bunch of good stats but I don't feel as connected to the game as I would like to be.

Off-topic (Locked) / RPG roguelike
« on: September 08, 2012, 08:26:14 AM »
I really enjoy 2D top down rpg games such as zelda or Pokemon. I also really enjoy the difficulty and randomness of roguelike games. I was wondering if there are any games that combine these 2 elements into 1 awesome game. I understand that roguelikes are in some ways already rpgs (adom is an example ) but they just seem to be a lot more complicated. With all of the stats and numbers the game can become alot less casual then I would like it to be. I do not want to constantly be worrying about the hundreds of stats my player has and then the hundreds of stats each item has. A more casual zelda + some roguelike elements is what I am looking for. Anyone know if there are games like this?

Programming / Balancing the game
« on: September 06, 2012, 04:12:57 AM »
I just started adding monsters and items to my very early roguelike and am completely blown away with how hard it is. Giving each item/monster a damage, health and defence value can be really difficult so that when the player moves through the dungeon they will be presented by a challenge but not just get killed instantly by a completely un-fair game. How do you go about making the items/monster so that they are balanced?

Programming / Re: Monster spawning algorithm
« on: August 30, 2012, 10:03:48 PM »
ya sorry it wasn't worded very well. When I create my list of enemies that can spawn I would need to go,

enemylist[0] = new Rat();

And do this for every single enemy. Then after run through every element of the list and check,

if(enemylist[0].getMinDungeonLevel() <= currentdungeonlevel) {}

Then make a new list with every enemy where this if statement is true.
Would this be the correct way or is this a waste of memory?

Programming / Re: Monster spawning algorithm
« on: August 30, 2012, 08:04:50 PM »
For each dungeon level there will be a list of enemies that are allowed to spawn on that level. Now would I have to actually create every enemy to get the level data in the actual enemy class? Or will I just store the level that each enemy can spawn at somewhere else so I do not have to create each enemy? I am using java.

Programming / Re: Monster spawning algorithm
« on: August 30, 2012, 07:31:17 AM »
I was thinking about doing this but if the dungeon has 100 levels I do not 100 if statements. Is there a way to use the dungeon level to spawn enemies without all these if statement?

Programming / Monster spawning algorithm
« on: August 30, 2012, 01:16:14 AM »
I am a little stuck on how to randomly spawn monsters throughout a randomly generated dungeon. I have a 2d array that stores the tiles for map. When the map is being generated and I create a room at a random location, how do I choose what enemy to place based on the dungeon level that we are generating. If I am generating the first floor I do not want to spawn dragons, I just want to spawn the easy monters. How do most roguelikes do this effectively?

Off-topic (Locked) / Simple yet hard roguelike
« on: August 28, 2012, 07:16:43 AM »
What are some very simple yet very hard ascii based roguelikes. I really enjoy the roguelike Sil but I find that to play that game I need to actually concentrate on the game. I am looking for a simple roguelike that I can play without thinking about crafting, hundreds of different skills and their pros and cons, or weapon weights. I just want to be trying to get the bottom of the dungeon with the best score in simple hack n slash style. I love ascii roguelikes as I find that using my imagination for what enemies or weapons look like is half the fun. If you know of any such games please let me know.

Off-topic (Locked) / Re: Enemy names and types
« on: August 22, 2012, 06:54:11 AM »
Im still thinking about what the enemies are going to be. Thinking about something like spirits and unicorns. But when and if the game get released I will include a full description in game(at the main menu) of all the enemies and how they came to be. I am not going to copy and monster type from anybody but if and idea comes from another game I will put reference to that.

Off-topic (Locked) / Re: Enemy names and types
« on: August 21, 2012, 11:20:45 PM »
I am trying to stay away from the more realistic enemies such as worms or moles. And I correct myself, it is not the center of the earth you are trying to get to, it is the center of some other planet/world. I don't want the player to be trying to get to hell or the devil or any other place like that. The deeper you go the more surreal and mystical things get. You are trying to get to a temple/shrine (havent decided yet) that is protected by only the most noble and magical creatures. The creatures will be "good" essentially. Like if you met them on the street you wouldn't think they were trying to kill you. But the creatures are not just looking for blood and death. They need to protect the shrine from things that are not "worthy" of going to it. If you get there then you are worthy and will then be worthy to live there in peace with everything.

I hope that gives a good enough description of what I am looking for. I just can't think of any names for monsters.

Off-topic (Locked) / Re: Enemy names and types
« on: August 21, 2012, 07:48:26 PM »
I think I want to go fantasy. I plan on having really bright colours where the player is trying to get to some mystical temple at the center of the earth. I do not want to have the full standard of just elves, orcs and unicorns. Enemies that are more exotic and that could live in a fantasy world. Any ideas?

Off-topic (Locked) / Enemy names and types
« on: August 21, 2012, 04:06:23 PM »
Lets talk about different enemy names and types. Besides the standard dragon or orc, what are some enemies that could be added to a roguelike.

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