Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Yyrkoon

Pages: [1] 2 3 ... 5
I'm not sure how many of the gang around here own PS3s and/or 360s.  But this week SEGA announced plans to revive some of it's Dreamcast library as DLC for the PS3/360.

You might (or might not) be surprised to know that for such a small library of games, there were several Roguelikes developed for that console.

Evolution 2
Climax Landers

and a Shiren the Wanderer game which never got a multilanguage release.

If any of these are interesting to you, why not ask for one or more of them on the Sega Forums, Youtube Channels, Facebook, or Twitter pages that have been set up by SEGA to take requests.

I REALLY would love to see a multilanguage version of the Shiren game.  I own all 4 of those titles, but would buy them all again as my Dreamcast stuff is all packed away at the moment.  (No room)  :(


I find it very tricky to build the right selection of music.  Sometimes a track seems perfect, but when it pops up randomly, doesn't fit the mood at all.  If I get time later today, I'll dig up my ipod and list them.  Maybe do a torrent each for the Wilderness, Cave, Dungeon, and Castle/Town themes I use.  Just wish I could have the themes switch automatically.

Great question. I've collected alot of Thunderstorm, Wilderness, Dripping water (cave ambient), and many Resident Evil type music clips for playing my roguelikes.  The main floor, and top floor police station themes from RE2 are particularly good for dungeon exploring.  Maybe I'll compile a list of all the tracks I use if anyone is interested in someone elses tastes.  I'd be interested in seeing others people lists.

Traditional Roguelikes (Turn Based) / Re: ASCII Quest...alive again
« on: April 01, 2010, 01:56:21 AM »
Good stuff.  Hopefully he'll shed some light on the new projected release date.

Programming / Re: Restricted Actions
« on: March 23, 2010, 09:41:40 PM »
I'm not sure I really get what you're saying.  There are many actions in many roguelikes that are not useable until the proper item is equipped.  For instance even though the dig command is available.  Until you equip a shovel, pickaxe, or at least a weapon that can be used as an improvised digging implement it's a useless waste of time.  You might as well be digging into a permenent wall.  If you are suggesting that various skills/abilities should be acquired via level gain or through the introduction of say an item with special abilites, I don't know that it hasn't been done.  Hitting control T in nethack doesn't teleport you unless you've met the prior conditions to be able to teleport.  Is it the fact that you don't like the messages telling you can't do something that you're trying to alter?

Traditional Roguelikes (Turn Based) / Re: Mega Monster Mania XBLIG
« on: March 19, 2010, 02:28:34 PM »
>>Though I am starting to wonder what happened with ASCII Quest as all has been quiet since January...

Unfortunately the problem with game dev in your spare time, is often "life" has other plans.  The game seemed pretty advanced several months ago.  Could be waning interest by the dev, or could be another massive problem that single person gamedevs can often struggle with.  Knowing when to say enough.  At least he hasn't posted any cancellation notices yet.

Traditional Roguelikes (Turn Based) / Mega Monster Mania XBLIG
« on: March 19, 2010, 11:46:19 AM »
Played a little demo yesterday and was surprised how many roguelike elements this little action game has.  Certainly not a roguelike, but probably a little more than say Spelunky.

Game is called Mega Monster Mania for Xbox live indy and it's pretty fun.

It's a dungeon crawl, or more accurately it's a dungeon run.  Levels are randomly created, monsters have treasure, there are chests.  So far I've found many differen't weapons, armor, and items.  After each level you get access to the Dungeon Shop where you can identify, equip, and sell off the excess.  You start with 3 lives, but can find more.  Death doesn't send you back to level one with no treasure, you generally lose an item or two and some money, and are given a few seconds of invincibility to try to find a safe zone to resurrect.

All and all a fun little game, which so far has alot more diversity and randomness then the previous Dungeon Adventure game for XBLIG.  Only costs a buck for the full version.  Well worth that investment IMO.

Actually it has a nethack/rogue look to the big map, the mystery dungeons pretty much follow a standard formula and rarely look as randomly devised as that big map.  Also whats all that stuff on top, are they showing the programming team at work, or is that completely unrelated?  I also think it quite humorous that the company working on it was called ASCII.

Very cool, but what are the chances at this late date that any more undumped protos exist.  Lost levels occasionally discovers the odd unreleased game, but they have been few and far between the past few years.  Also the fact that nobody has ever traded this game online suggests that if found it would go for an astronomical sum.  So unless a group effort was made by the general public to secure it, it would undoubtably go to some rich collector who wouldn't see it in his interest to get dumped.  Look at all the confirmed Neo-Geo prototypes that have been hoarded out of existence.  I'm not saying it isn't possible, but it's probably about as likely as seeing Super Monkey-Ball for the Dreamcast or other games that were known to be developed but have never leaked out.  Very slim.

Sh*t! I just realized, whatching the video you posted, that in Italy we had the censored version with white blood!  >:(

OMG!  Talk about the job from hell.  There is so much blood in Hokuto no Ken, it must have taken forever.  Yeah, HNK would definately lose something without the blood.   Not a huge gore fan, mind you.  But it's hard to picture a head exploding without a little blood.  I'm sure you can find an uncensored version on a torrent site.  Think I'm going to give HnR a try this afternoon.


Traditional Roguelikes (Turn-based) / Anybody play Hokuto no Rogue?
« on: March 07, 2010, 04:06:01 PM »
I just saw the banner for this game when I entered the site.  I loved the Fist of the North Star original anime.  Havn't really checked out the more recent series.  But I noticed on the screenshots that one of the logs says KenShiro hits for 11 damage.  Ever seen that movie?  The guy punches large office buildings and they fall over!  More like 11 million damage!

Okay, my question.  Anybody who's tried it.  Didja like it?

Traditional Roguelikes (Turn Based) / Re: Rayel
« on: March 07, 2010, 12:37:41 PM »
I do not claim that it is 100% roguelike. If you say it is just 50% roguelike or even 0% roguelike, I don't mind.

To be honest, I care very little about the question of style definition. If I were, It would be a 100% roguelike :)

The staticness of the world has number of reasons, it is not because the lack of understanding the dungeon generation algorithms

That is absolutely fine, and reasonable.  Please don't take it as an insult if somebody has pointed out to you that your game doesn't fit into the roguelike genre.  

There are plenty of good RPG type games that have hard coded maps.  Some have random treasures, monsters, permandeath and other elements that define a roguelike.  While you might point out what they share in common with a roguelike.  It's kind of silly to call it a roguelike, if it's not.  It's like saying your new orange is a great new apple.  While true, both are food, and fruit, are juicy and have seeds.  It doesn't really make much sense to argue that your orange is actually an apple, or that it's 50% apple or a demi apple.
Good luck with your RPG!  :)

Traditional Roguelikes (Turn Based) / Re: Ragnarok Nintendo DS
« on: February 25, 2010, 12:27:15 PM »
Hmm...odd considering I'd reckoned it was just an MMO port thingie.  I suppose I'll keep an eye out for impressions as people get into it and see if it does well.....or winds up a mess like From the Abyss on the DS.

That's what I thought until I saw a couple of screenshots of a dungeon that looked decidedly random.  I believe this game mixes hard coded quest with one randomly created 50 lvl dungeon for multiplayer and replayability reasons.  Sort of a roguelike sidequest that is constantly available if you so desire to break away from the main game.  Didn't Azure Dreams or another PSX rpg have something similar?

As you can see from these maps, some of the quest is definately linear.

That being said, the game looks interesting and does have that one random dungeon that should keep things reasonably replayable.  So for 29.95 at Walmart I might pop for this and give it a more indepth review.

Was just reading the description of this game, and was very surprised by the mention of Random Dungeons, Random Quest Conditions, and the ability (although extremely low chance) to find artifacts at even the earliest levels of the game.  Might not have perma death (dunno), but it definately seems to have many roguelike characteristics.

Also the 4th game in the Shiren series has just been released in Japan, but has me asking.  What happened to the third?  I remember the original, and I remember part 2 which hasn't gotten a english localization yet.  But what happened to #3?

Anyway, I hope we see more english conversions of this series.  I played the first as much as any DS game I own.

Just noticed that the english localization of Shiren was released for the wii late last week.  My only question.  Is this game Gamecube compatible?  I know that some of the early wii games were compatible with the cube.  Anybody know?

Pages: [1] 2 3 ... 5