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Topics - Xaron

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Design / Stealth RL ideas?
« on: March 17, 2017, 11:25:14 AM »
Dear all,

I'm currently doing my very first rogue like (did other turn based games before) and would love to get some feedback and ideas.

So the basic idea of my game is that you stranded somehow somewhere (story is not set yet) in kind of a dungeon/cave. You have no lights, the only thing you have is a sonar. You will "see" the world around you using this sonar and can create pings to see more around you. But those pings generate noise (obviously) which can be heard by other creatures/robots (personally I prefer a sci-fi setup).

So give you an idea, I've put together a tiny prototype here: http://www.sonobots.com/game/html5



Basically all you can do there for now is pinging. The "world" is filled with random squares just to have something and test all the sonar occlusion stuff.

So my question is: Could this be fun, is this something you'd consider to play (will probably a free game anyway)? What stealth ideas do you have, what could be added?

I already have an idea for that hunger stuff. You see a battery symbol at the top left which would force you to find battery packs or places where you can recharge your batteries...

Would love to get some feedback on this, thanks! :)

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Design / Single player vs Multi player
« on: January 12, 2017, 08:45:58 AM »
Hey there,

I know, most RL games are single player and for a good reason. But why not introduce multi player RL games as well? Are there any btw? I haven't found so many.

Just think about a game like cogmind for instance. Would it make sense for you to play it online vs others or together (coop) with other players? Or do you just prefer offline games?

Thanks!

3
Design / Turn-based vs real time
« on: January 12, 2017, 08:40:24 AM »
Hi there,

another question came up to my mind when thinking about creating a new RL. I know usually everything is done turn based an actually I prefer to have time to think what to do, especially in battles but personally I don't like to make movements in turns, so I'm curious what you would prefer? Everything turn based or everything even real time or something in between? :)

Cheers!

4
Design / Graphics for Roguelikes
« on: January 12, 2017, 08:10:00 AM »
Hi there,

I've grown up with rogue likes and being 42 I'm not the youngest anymore but I'd like to ask a question about graphics. I know, ASCII was used because of hardware and because making good graphics is expensive and/or time consuming. But is it also "wrong" to use some nice looking graphics? I mean I've read quite a lot here that a majority seems to prefer ascii stuff over real graphics. Is there a reason for this? Just let the gameplay aside for a second and imagine it's good. So what is wrong with not using ascii then? Is it a roguelike-like then?  ;D

As I'm developing kind of such a game I just wonder how many of you would decline to play a game which is kind of roguelike but doesn't have ascii graphics but real tiles (still 2d top down)?

Cheers!

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Player's Plaza / Mobile vs PC platform for roguelikes
« on: January 11, 2017, 03:33:09 PM »
Dear all,

I don't know if this fits into this section exactly but I'm currently started to design a (single player) roguelike underwater submarine game and would like to know what platform you prefer to play such a game? Is it still PC? Or would you like to play more on mobiles?

The question is not for the framework I use but more in terms of the user interface. For a PC version I could integrate much more and dense information where I have to limit that somehow for mobiles.

Thanks for your help! :)

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