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Topics - RaustBD

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Programming / Peril: Experimental Survival Horror Roguelike
« on: November 15, 2011, 08:52:02 PM »
Hey, I've been learning java as a hobby for a while, and I'm planning on making a survival horror roguelike.

No, it WILL be ASCII. No advanced graphics, primitive sound effects only; in short, I want to create a scary experience with the bare minimum of audio and visual effects.

As a matter of fact, no plot or backstory will be disclosed at all, so it won't be clear what the ASCII characters on the screen actually represent.

Man can learn to fear things, and I want to see if man can learn to fear a "Q", given the right context and setup.

Does this interest anybody?

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Programming / Wesnoth The roguelike
« on: November 27, 2010, 03:01:21 AM »
hey, I found this open-source strategy game called battle for wesnoth, that I feel could effectively be converted into a roguelike, and I'm going to set out and do just that.

It won't play quite like most roguelikes, as it'll move like a turn-based strategy game...

But I feel it will translate the feel of a roguelike quite effectively, and I think I'll have a ton of fun with it.

Also, there's going to be a very large and wide class advancement system, so if anyone wants to request a type of class they want to be playable in this game, let me know, I'd be happy to oblige!

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Programming / My Random Ideas (Feel free to use them if you're so inclined)
« on: November 18, 2010, 04:24:58 PM »
Right, so I tend to come up with tons of ideas for things, and I'd like to think that a few of them are good. Of course, even if I get extremely skilled in programming, there's no way I could create them all. But if anybody else likes the sound of any of my ideas and wants to give one a shot, that would just make my day! So I thought I'd share some ideas as they cross my mind, for your viewing pleasure(?).

I'll update this periodically, whenever a new idea crosses my mind.

If you use it, just make sure you credit me in some way, even if it's a mocking afterthought in the credits or something. But really, I'm more interested in being able to play a game that has any of my ideas in it.

Idea 1: You play as a being trapped in a vast dungeon with various other beings, and each one is the lone recipient of a single perk, skill or attribute. You are all instructed to fight each other to the death, inheriting the gifts of the people you defeat in battle. But your opponents won't just stand around waiting for you to challenge them; they're fighting each other elsewhere in the dungeon, and god help you if one of their body counts gets too high before you fight them...

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Off-topic (Locked) / Branching skills, Customization?
« on: November 15, 2010, 12:22:18 AM »
Hey, I've been playing a bunch of roguelikes, and I'd like to know if there are any Mac roguelikes other than ToME that has customization or a branching skill system.

Can somebody help me out?

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Programming / Advice on Making a Roguelike
« on: October 26, 2010, 11:49:46 PM »
Hey, I decided recently that I want to make a roguelike. I personally think it's one of the best game genres ever, even with the obscene difficulty, confusing layout, and perma-death.

I'm gonna develop it in C++.

The game won't have a level-up system. Instead, your character will rely exclusively on an ever-growing arsenal of "functions", abilities with a variety of uses that you customize yourself using "components" collected from various enemies.

There won't be any perma-death, but there will be only one save point in the middle of a massive map, so you still stand to lose a lot of data at any given time.

Can anybody give me any advice on how I should go about the process, any general tips, etc?

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Off-topic (Locked) / Good Mac Roguelikes?
« on: October 23, 2010, 01:07:42 AM »
Hey, I have a mac, and i'm just curious if anybody can recommend any roguelikes that are mac compatible.

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Other Announcements / Tutorials: More Roguelikes should have them
« on: October 17, 2010, 01:24:07 PM »
Roguelikes are awesome games, but they're just so outlandishly inaccessible. But really, making them more accessible wouldn't require any dumbing down at all. It would really amount to just putting in a cheap tutorial that runs the player through the commands and when to use them.

Why do so few roguelikes have them?

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