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 - RaustBD

Pages: 1 [2]
16
Programming / Re: Advice on Making a Roguelike
« on: October 27, 2010, 06:13:02 PM »
thanks, that's a huge help!

17
Programming / Re: Advice on Making a Roguelike
« on: October 27, 2010, 02:51:28 PM »
Oh, another question...

The elements in the game don't have type advantages, but rather have special effects, like status conditions or the like.

One of the elements is called Phantom, and it makes attacks unobstructed by walls, and allows them to actually target enemies that are inside of walls.

It recently occurred to me that this would conflict with any LOS system. The screen is going to be large enough to allow for sniping functions, but seeing through walls and seeing IN walls wouldn't work if I have any system of LOS.

One idea I have is that there would be another element that does no damage, but briefly makes walls see-through, like an x-ray or something. Does that sound good? does anybody have a better suggestion?

18
Off-topic (Locked) / Re: Good Mac Roguelikes?
« on: October 27, 2010, 02:29:23 PM »
thanks a TON. I love it!

19
Other Announcements / Re: Tutorials: More Roguelikes should have them
« on: October 27, 2010, 02:25:37 PM »
ToME and CastlevaniaRL both have EXCELLENT tutorials, as do POWDER and Stone Soup. I found these a since posting this.

But it seems that the most complicated ones, with the largest amount of functions and systems, don't have a tutorial, and just expect you to read a manual. Dwarf Fortress, and games of similar intricacy, really should have a tutorial that actually physically walks you through the various important factors.

20
Programming / Re: Advice on Making a Roguelike
« on: October 27, 2010, 01:50:59 PM »
No, the nature of the main character and the world he lives in are never fully explained.

21
Programming / Re: Advice on Making a Roguelike
« on: October 27, 2010, 01:10:14 PM »
Oh, also, since the character doesn't level up, how do you recommend I scale damage enemies do? Should HP at least level up?

Via skills, attitudes, equipment.. e.g.:
- dodging
- parrying (with weapons)
- blocking (with shield)
- armor skill
- wearing better protective stuff (rings, armors, etc)
- magic (for healing, protection and resistance purposes),
- bodybuilding skill (somewhat increase hps)
- first aid skill
- berserk skill

And so on.

There isn't any equipment or anything.

The only things you get better at are skills, activated by the number keys 1-0.

22
Programming / Re: Advice on Making a Roguelike
« on: October 27, 2010, 02:19:56 AM »
Thanks!

Oh, also, since the character doesn't level up, how do you recommend I scale damage enemies do? Should HP at least level up?

23
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?

24
Off-topic (Locked) / Re: Good Mac Roguelikes?
« on: October 23, 2010, 11:42:13 PM »
thanks. Do you know any that have a branching skill system, or some other way to customize your character as you go along?

25
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.

26
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?

Pages: 1 [2]