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Messages - Snargleplax

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16
Programming / Re: Roguelike timing systems.
« on: June 26, 2012, 06:42:02 PM »
It's hard to imagine actually needing to implement a heap.  Standard libraries for pretty much any language will provide one, almost certainly superior in quality to any handroll.  And yes, I agree it's best to go this route and not shy away from concepts just because they may be new to you.  A heap is a useful abstraction; embracing it will simplify your program (and your reasoning about it) in the long run.

17
Programming / Re: Roguelike graphics project
« on: June 26, 2012, 02:58:04 PM »
Really cute.  Do more.

18
Early Dev / Re: MicRogue - Update Jun 19th
« on: June 25, 2012, 07:41:25 PM »
I think the difficulty comes from having to figure out the novel tactical situations coming out of different combinations of enemies.  Since the number of combinations increases faster with each new enemy you introduce, a bit more variety could go a long way.

Some enemies are just tougher than others; it's hard to characterize why in a general way.  The slimes are pretty simple and easy to avoid.  The chess knight guys get me all the time because I don't notice them, or forget they move like that.  But I've seen them enough times that it feels fair (my fault), so it's good difficulty.

I really like the eye swapper guys.  They don't kill you, they just complicate the tactical situation in ways that are sometimes good and sometimes perilous.

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Early Dev / Re: MicRogue - Update Jun 19th
« on: June 25, 2012, 06:20:53 PM »
Yeah I plan on trying to add variety. I am currently working on the next Dungeon which is the Dojo. It will only have ninjas in it, it will be pretty difficult I imagine. I also plan on adding other treasures and giving the player a little screen showing them what treasures they have found. I also need to start adding in more and more new monsters. this should really add to the variety of it. You do mention Tougher monsters. What do you see as tougher monsters or what would make monsters more challenging?

Well, there's no end to the possible movement dynamics like those you've come up with already.  Let me see if I can brainstorm anything good:

  • A turret that rotates 90 degrees every step, and kills you if it gets line of sight.
  • An enemy that turns invisible every other step (this could be good for ninjas).
  • An enemy that kills you if you're diagonal to it.
  • Mama enemies that hatch baby enemies, enemies that clone themselves, stuff like that.
  • Pairs of teleportation squares that move around at random.

Yeah, stuff like that.

20
Programming / Re: No HP, minimal healing
« on: June 25, 2012, 06:12:48 PM »
I agree with the sentiment, though you might want to consider having healing potions heal OVER max HP (but not restore max HP) so the player doesn't just stop playing once his max HP hits 3 or something because "it'd be hopeless to win".

Yeah, I think occasional healing would be fine, probably a good thing even.  Providing a health fountain right before a boss encounter, for example, would avoid the 3hp problem.  Though perhaps even a health fountain only gets you to, say, 90%, and if you want 100% you've got to keep your hide untarnished the whole way down.

21
Programming / Re: No HP, minimal healing
« on: June 25, 2012, 08:19:04 AM »
Again, to me you are just using a linear scale and obscuring it for no purpose other than added complexity.  It still seems to me like minor spells cost less mp (or whatever) in comparison to major spells.  Calling out your reserves at a critical moment is something that people already do with a linear scale.  I just don't see any difference in what you're describing, other than possible annoying constraints.

I really do think it adds a dynamic that's not present with a linear scale.  The problem I see with a single scale is that any recovery mechanism will apply uniformly across that scale, so you can't differentiate levels of injury qualitatively.  I'd like to let players recover quickly from minor injuries once they have a chance to catch their breath between fights, to keep the action brisk.  However, it's unrealistic to be injured near death over and over and just bounce back to 100% like that.

Think about what this does for the feeling of risk as you're adventuring.  When you can heal from anything quickly, all risk is binary -- either it kills you and the game is over, or you move on unscathed.  Games rarely present truly deadly threats around every corner; that would make them too difficult, so there are many boring enemies as filler.  Like poker, roguelike play can consist of "hours of boredom punctuated by brief moments of extreme terror."  Isn't it a problem that it's boring so much of the time?  How many stupid deaths are due to the boredom of everyday enemies that present no mortal threat?  Wouldn't a game that keeps you on your toes more, be more exciting?

When I fight an acid mound in Brogue,  I often have to fight it barehanded and naked to spare my unprotected weapon and armor.  Thus weakened and made vulnerable, I often find that the though fight is still basically easy (I'm in little danger of dying), my health gets pretty low by the time I've finished it off.  It's a pretty formulaic situation, the results are pretty consistent, and I do it all the time.  To me this feels very gamey and artificial, not to mention uninteresting.  If those fights carried with them the possibility of lingering injury, I'd have to pay closer attention and work harder to avoid serious injury.  An enemy that can't kill you, but can wound you badly, can mean something besides more nutrition lost due to resting up after the fight.

I believe giving the player that longer-term level of risk to manage and mitigate will make for interesting gameplay.  I'm feeling interested enough in this to implement it, so I guess it won't have to be an entirely theoretical discussion.  I hope you'll give my game a try when I get a version out for download.

22
Early Dev / Re: MicRogue - Update Jun 19th
« on: June 25, 2012, 05:09:49 AM »
I think the length is good, but it would be cool to get some variety from game to game.  Go for a different treasure, fight a different set of monsters, etc.  The treasures could give you some kind of special ability, so you get some fun on the way back out (and this means you can handle slightly tougher monsters).

23
Programming / Re: No HP, minimal healing
« on: June 25, 2012, 04:48:07 AM »
Some great points have been made, more than I can do justice to individually.  I think the criticisms of the system I described are fair, and I'm thinking about what to do instead to achieve at least some of what I want.  I like the idea of having a secondary pool that you dip into when seriously injured, and also using this pool to limit max HP.  So if you run out of "primary" HP and then take another 30% of your bar in damage, your HP will only heal up to 70% until your secondary pool refills.

Seems like this approach gives a good balance of short-term and long-term considerations in managing character health.  The speed of the fast pool should make healing potions unnecessary in routine situations, so healing magic that fills the slow pool could be more of a rare and special thing.

I'd also like to use this system for fatigue, which will determine spellcasting capacity.  A fast and a slow pool would mean you could crank out minor spells without worry, but call on your deepest reserves when faced with a critical moment.  To me this feels like a better model of how exhaustion works than a simple linear scale.

24
Programming / Re: No HP, minimal healing
« on: June 21, 2012, 03:38:22 PM »
As far as the system in this post, I have to admit it doesn't sound very ground breaking to me.  It sounds like you still have health and an hp pool, you are just creating a complex system to hide it.  You can still abstract this system into a numerical quantity.  You might be giving the player more information, in terms of how the progression is affecting their skills, but it's still there.

You're completely right that I've only replaced one quantitative abstraction with another, in terms of wound tracking.  I don't think my approach quite boils down to a single number, but I suppose it remains to be seen if I can develop game mechanics around it that really expose the nonlinearity in a way that feels meaningful.  And those mechanics do include dodge and armor as mentioned, the balancing of which is a major factor in minimizing healing.

Well, I've got a lot of playing to do with it still; most of my effort so far has been on level generation rather than play mechanics.  If it's not fun, I'll change it.

There are some systems already like the OP suggested - Dwarf Fortress Adventure Mode and IVAN in particular (though IVAN still uses HP).  I don't think it works very well, but maybe it just hasn't been done well so far.

I would say DF ventures too far into realism here, and furthermore the combat is just too weirdly balanced so far to seem right to me.  I guess it does have some of the properties of what I'm talking about, but I think it can be done better if the emphasis is on providing the heroic feel I'm talking about above.

I haven't tried IVAN yet, but I guess I'll have to now.

Quote
I think it would end up in a system where fights are about dodging or deflecting injuries rather than absorbing damage.

Exactly what I'm after.  It does present a user feedback problem to be solved; I'm thinking about perhaps using floating text or something to show wound magnitude right by the action.  I also like the tactical combat stuff from Laik's 7DRL's; perhaps there's a way to make all this dodging and such more of a concrete tactical subject.

25
Early Dev / Re: MicRogue - Update Jun 19th
« on: June 21, 2012, 05:36:15 AM »
Played and won.  I like how it's come along!  It's fun figuring out how the enemies work.

26
Programming / Re: Procedurally Generated Building Environments
« on: June 21, 2012, 05:23:10 AM »
I think you should do it from the bottom up: figure out what rooms go in the building (randomize/schematize this how you like for appropriate variety), then develop ways of smooshing them together into blocks.  Allow some room for hallways once in a while, add doors as needed.

27
Programming / No HP, minimal healing
« on: June 21, 2012, 03:14:33 AM »
I'd like to exchange some ideas about designing a health system not based on the HP abstraction, and furthermore not reliant on a continual supply of healing magic to keep adventuring viable.  The HP mechanic is so widespread, I think it has become a conceptual crutch; certainly its popularity is not due to being a perfect solution.

HP has (have?) just never rung true for me.  In how many great adventure stories does the intrepid protagonist chug away at red potions every 20 minutes, just to stay topped up?  How anticlimactic would it be to read a dramatic fight scene in which the hero is gravely wounded and all seems lost, and then suddenly he pops a potion and stands up for round 2 (of n, presumably)?  Heroes seem brave to us because they stand tall even knowing that they are vulnerable, that they possess human frailty,* can hurt and fail and die.  Why can't a roguelike tell us that story?

* (or elven frailty, or dwarven frailty, or goblin frailty, or what have you.  Just don't tell the dwarves I called them "frail.")

There are other problems.  Being down to 1 HP means you're at death's door, sure; but in how many games does this affect your prowess?  I anticipate an objection: "it wouldn't be fun that way."  Well, I'm not sure; I haven't seen it done,** though I imagine it's at least been attempted.  I suspect there's a way to do it right, but we may need to peel away some conceptual layers to figure out what kind of system it would make sense in.

** (the closest thing that occurs to me is the ability to throw your sword in The Legend of Zelda, which you lose as soon as you're injured.  This shows how a "penalty for being hurt" is also a "bonus for staying healthy".)

Okay, so if we take away their healing magic, we need to make sure they still have a chance.  Survival can't continue to be about "making sure the bar doesn't get too low."  Every goblin has a dagger that can cut your throat, and you'd better not forget it: that's peril, friends.  That's how you make level 1 interesting.

So how do heroes do it?  With amazing skill, naturally!  Picture a barbarian wading into a roomful of rabble, tearing them apart by the dozens.  In an HP system, if you balance an encounter like this to be challenging, the barbarian will be near death by the end -- his toughness is represented by the width of that bar.  But how does he do it in your mind?  He throws tables, he smashes enemies' heads together, he ducks a blade by a hair's breadth and then breaks the wielder's wrist for his trouble.  He wears armor that deflects blows and keeps damage away from his vital areas.  He doesn't suffer just few enough injuries not to kill him and then magically recover; he does apply his skill and resources to his survival at every moment.  To me, that's a lot more interesting than playing a "tank."

Alright, here's the part where I talk about the system I'm actually working on, to save myself the trouble of wording things too abstractly.

Firstly, attacker and defender skills of different kinds (strike, dodge, strength, toughness, etc.) play into multiple rolls, any of which can influence the severity of injury.  The attacker first rolls and determines how good the strike is, on a qualitative scale including e.g. "Excellent," "Terrible," and "Mediocre."  The defender makes a similar roll to dodge, which if not successful outright may turn the blow somewhat less effective.  Assuming the blow still makes contact, there's a roll against armor based on strength and weapon power.  Whatever number on that qualitative scale makes it through is converted onto a scale for wound levels and applied to the character.

Individual wounds are kept track of in buckets by severity.  In order for lesser wounds to be meaningful, it must be possible to "die the death of a thousand cuts;" the cumulative effect should eventually prove overwhelming.  My first idea here is to simply promote injuries when a bucket gets too full.  You get a too many "minor" cuts, maybe you convert the next one into a "not so minor" cut.  Another way to go, which I'm also considering, is to penalize toughness rolls based on degree of injury (measured by high water mark, I guess -- when you're bleeding out your guts, nobody cares how many papercuts you have).

I don't think healing should be done away with altogether, just made less effective and readily accessible.  Wounds heal naturally over time, especially minor ones.  There's no reason the system can't track all that.  First aid should matter, and I'm not against some healing magic that's not dramatically more potent than first aid.  Some injuries would be too severe and require the player to retire to town for the attention of, say, a surgeon.  I see no reason for any injury to be ultimately incurable, though -- that would be anti-fun.

Well, that's about it.  I have some more thoughts on how this system would impact the game overall, how it would affect balance and pacing and so on, but I think it's time for me to shut up and see what anyone else has to say.  So, do you?  Love it?  Hate it?  Commentary, suggestions, or alternate models?  Know of games I should check out where things like this have been tried (and succeeded/failed)?  Let's hear it.

P.S. I know there was another thread today about health systems, but my point is really not about wound locations at all, so I wanted to start a fresh discussion.

28
Other Announcements / Re: Roguelike Radio podcast
« on: June 20, 2012, 06:02:18 PM »
Given the depressing gender ratio mentioned at the beginning of the new episode, I think it would be cool to try and round up some female panelists to talk about women and roguelikes.  I don't recall there ever being a female guest on the show, and it would certainly be a shame if the "show about girl gamers" was the only occasion for such, but it wouldn't be a bad place to start.

29
Meat Grinder mode?

Of the other suggestions, I like "Quick Play" the best -- simple and to the point.

I feel that "Dungeon Crawler" is too name-similar with Crawl (somebody already called it "Dungeon Crawl mode").

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Other Announcements / Re: New Review Blog
« on: June 13, 2012, 04:13:42 PM »
Great work; I'll be following your posts!  I'll have to give your Dungeon Twister review a read, as a fan of the original board game.

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