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Topics - Trowel

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Programming / Physics of Magic
« on: November 17, 2013, 10:54:51 PM »
Well it's been a while since I posted here (real life got in the way) but I've got some free time on my hands now and wanted to put it towards making a roguelike with a difference.

I've always been interested in 'pseudo-physics', as a kid I would draw up a bunch of physics theories for everything from time travel to the creation of an entire universe.. Though being terrible at maths it was of course all made up. But of course what makes sense in real life, doesn't necessarily limit what can make sense in a video game ...

And that got me thinking about magic. What if I created a roguelike world where magic logically existed and had it's own set of coherent properties that actually were actually based on 'magic physics'.. Eg: Rather than a magic missile firing in a straight line because I pressed a key, how about the missile being composed of a structure of magic particles which can be affected by the environment as much as the caster.

So what about having a particle that represented 'thrust', which is bound to a particle which produces a huge amount of 'energy' when it 'decays', thus in simple terms, creating a magic missile. But what if each of these particles had 'spin' and could destabilise each-other under certain conditions by 'spinning themselves apart', that is another logical way the spell energy could be created. And it could have interesting effects if for example we have an 'interdimensional particle' which spins in harmony with time and space. Imagine if that particle was ripped apart, it could create a tear in time, giving us a logical reason for a portal to appear, or teleport etc.

It probably all sounds crazy and I'm not explaining it well at all (don't write posts when your tired), but I'm thinking of turning this all into a game. I just wondered if anybody had any thoughts for where else I could go with this sort of theme, my current thinking is to integrate it with the plot so at least all of this 'complexity' has a purpose and becomes a part of the game rather than an unnecessary chore.

Perhaps I'll come refine the idea when I'm feeling more awake, until then feel free to laugh at my craziness and imagine my torment trying to implement quantum physics into a roguelike..  :'(

Programming / Damn The Rats
« on: August 21, 2013, 05:21:29 AM »
So I'm working on my own roguelike at the moment and I started thinking about character progression. I really like the idea of being able to 'level up' or gain more strength as time goes on and come back to those level 1 rats I barely managed to hit when I started to just wipe several of them out in one shot. But of course once you can do that it quickly gets boring, there's no point to killing the rats anymore.

On that note I was thinking of alternatives to the whole 'you level up, they level up' system, and I thought, what if the stronger enemies could use the weaker enemies as a deadly weapon?

So for example, a high ranking goblin casts a spell on a couple of rats and turns them into dragons, or perhaps the goblin kills a few of the rats to summon death then casts a curse (curse of death perhaps) on you so when death shows up in a couple of turns you have to try to fight him off as well whilst the goblin runs and locks himself away somewhere. Excuse the wildness, I'm just a fan of novel AI.

Just a couple of ideas off the top of my head... Anyone got any thoughts?

Programming / Fluff
« on: August 17, 2013, 01:44:45 AM »
Hi guys,

New guy here...

I've just started developing my own roguelike (started work a few months ago but suspended it till now), anyway the whole development thing has got me thinking, I want to make a roguelike that is a full, immersive game but with enough 'fluff' in there to make it work as a coffee break roguelike too.

By fluff I mean, if you don't want to explore the dungeons, go on quests etc, why not stay in the overworld town, sneak into a rival guild, set some traps, stand back and watch as the members chase you out and set the traps off, a healthy loot available... That's just an example of course.

Anyway my point being, is there a point at which you can have so much 'fluff' content, non essential, optional 'story driven' interaction available that your game stops being or feeling like a roguelike?

I think it would fit into my game quite well as they'll be an active overworld community full of interaction (all of course, procedurally generated) but I can't picture whether or not this 'depth of play' outside of a dungeon would make it less of a roguelike...

Maybe I'm overthinking this whole thing, I'm fairly tired..

Anyway, see you around

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