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Topics - Gornova

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Design / Random ship-dungeon
« on: November 17, 2016, 02:41:17 PM »
I'm in the middle of revising/expanding my roguelike CryptoRL2 (more info here and here).

My next roguelike setting will be on board of spaceships and I'd like to hear some ideas how build random dungeons around this concept: ship-dungeons!

My "pillars" on this roguelike will be:

1) exploration: explore to find better weapons, find "exit" and collect stuff. No levels, only equipment to be stronger and survive
2) meta gaming: more you play, more you know about setting, dangers and so on and you can build tactics
3) permadeath: I'd like to use this concept creating a seed for dungeon creation, so it's possible for player to try different levels

In my mind I've found some methods for ship-dungeon generation:

1) random walk: works fine for cave-based dungeons (I've used this for CryptoRL2), but not so cool for ships, because is too unpredictable and can create small corridors with awkward turns. I think is fine for cave dungeons, but need more work on it. Pure cellular automata feel, at least for me, like I'm missing something, some "crucial points"

2) grid based dungeon: like in spelunky a dungeon is just a space divided using a grid (see here and here for an introduction). On random generation, there is a random walk between "start cell" (decided from one side of the grid) and "end cell" (decided from opposite side of the grid). After that "rooms" will be placed on each cell of the grid, taken randomly from a "pool" of templates (based on a theme).
Results here is good and can be realized easily with an high degree of randomness. I think this method is more suited for a random ship-dungeon, because you can create rooms for basic system (engine, dormitory, engineering bay, escape pods, etc..) mixed with "special rooms" (captain room, stargate room, alien nest and so on) on a grid with a specific shape (square, rectangle, ellipse, with wings, battlestar galactica and so on) and iterate on it

3) classic room/corridor: place rooms randomly and connect them using corridors. I don't really like this way for my theme, what do you think about it?

4) bsp: I think with my theme is fine, but I need to use "square splitting" strategy and will be become like grid based dungeon, more or less

Thanks for your time and thoughts!

Player's Plaza / RTS Roguelikes
« on: August 16, 2016, 11:32:19 AM »
I'm looking for some sort of RTS roguelike, with a lot of building placements, unit orders and so on, something like Command&Conquer or Starcraft, but turn based and with random map generation.
There is such game out there ?

Off-topic (Locked) / Thea: the awakening
« on: July 21, 2016, 11:55:03 AM »
Hi everybody,
  I'd like to share with you guys some thoughts about this game (free demo!):

Its a little rough gem, with:
- random generated world
- lot of events
- civilization like map
- "east-europe folklore fantasy", not classic one

I've found it intriguing and difficult, but in the end a good example how to mix different genres, what do you think guys ?

Off-topic (Locked) / Game research - 4x and card games
« on: April 16, 2016, 10:29:58 AM »
Hello everyone!
I'm doing a little game research in field of 4x games and card games, I'd like to have some feedback from you, it requires only 5 minutes:

I will share results with every participants!

Thanks for your time!

Early Dev / CryptoRL2
« on: November 07, 2015, 02:45:40 PM »
Hi! I'm here with a small roguelike I've made, done with slick2d and marteEngine:

CryptoRL 2

Play CryptoRL2 now!

It's a "classic" roguelike with permadeath, monsters and simple objective: find an exit for next level. Could you please give me some feedback about it? I really appreciate it!

For more information, please go to my blog:

Again, any feedback is appreciated!

version 1.0
* add new items: sword (+1 attack) and shield (+1 defense)
* From Archifenix: put in menu screen that using F2 you can go fullscreen
* BUG From Archifenix: the text at the top is blocked from view until you repeat the same action a few times (fighting an aberration for example resulted in health being lost but the text only scrolling into view after the third or so hit)
* BUG from Pavel Provotorov: Sounds when the player/monster recieves damage   
* BUG from Pavel Provotorov: Adding health bars to mosters. The combat is hard without those
* added new monsters: Fungus, Shade, Ring, Formian, RedFlame, BlueFlame
* level balancing for new monsters

Early Dev / CryptoRl
« on: August 15, 2015, 09:08:12 AM »
I'm here to present my first roguelike, CryptoRL

For more information, please visit:


* random generated caves: a new adventure every level!
* 3 type of monsters, with 3 different behaviours (attack you on sight, wandering, flee if too weak)
* 3 items to keep you alive
* run for 5 caves and return to Kelmera!

In order to play you must have installed Java 1.8 on your system

Download here, version 1.0 :

Thanks for your time!

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