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Messages - mrrstark

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16
Early Dev / Re: BluePuppy's graphical roguelike [Android/Computer]
« on: July 26, 2013, 11:23:52 AM »
Dead forum? :x

There's not much to comment on yet. It looks fairly standard dungeon dive with town on top.

The graphics look nice.

The video shows mouse control. Make sure you spend enough time perfecting the touch control so that mobile feels right. Hand it to all your friends and watch them struggle with the controls ;) then improve. Make sure that users can tap with accuracy, what happens if they misclick?

What do you want feedback on? Maybe if you have more targetted questions, and video/explanation/tech demo to support, you'll get more feedback


17
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 06:12:54 PM »
What about busting out of genre conventions and doing a podcastlike? Maybe a roguelikeradio drama? What about revisiting some of these RL's from the perspective of the _character_?! :P

18
Early Dev / Re: Forbidden Depths - A 3D first person roguelike
« on: July 23, 2013, 02:02:36 PM »
Any feedback/comments/ideas are greatly appreciated :)

There's not much in the web demo to comment on yet. Curious to see where it goes though.

In these Eye-of-the-Beholder type games, I truly miss sidestep whenever it's not implemented. It might be difficult to figure out how to give that control on mobile, but I'm sure you can find an intuitive non-button based way ;)

19
Early Dev / Re: Forbidden Depths - A 3D first person roguelike
« on: July 23, 2013, 01:41:49 PM »
Should call it "Crawl Hack Slash Dungeon Pixel Mighty Kingdom Infinite RPG 2"

20
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 01:25:41 PM »
If you guys are considering revisits, I think you should try to get more in depth discussion of the specific games, perhaps without the creators just with community members or experts from that game's player community.

The previous episodes on each of the games has been very much an overview or initial impressions. Since those episodes, personally, I've gone and tried those games, and failed, so I'm familiar with the game in general, and now I'd be looking for insights into how to enjoy, improve, explore the game more.

For example, in addition to a re-overview, where the game might be going, etc. have some meat for current players or those that have tried and bounced off the game:
  • tips for beginners
  • tips for intermediate players
  • typical or innovative strategies for mid-game
  • discussions of classes strengths / weaknesses (for example in Tome)
  • goals for characters at certain milestones in the game

It might result in more narrow interest episodes, but as a player of some of the games, that's personally what I'd like. Another overview isn't going to help me enjoy the game, or get back into a game whose systems I failed to grok.

21
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 01:16:34 PM »
Currently got this collection ("channel") together over at Playboard.me for Android RL's



Link doesn't work, can you fix it? I'm curious

22
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 11:27:51 AM »

Automated play / tool assistance - More details, what is this?
Mobile games - Pixel Dungeon? Big following on this board. Are there any other good ones?
The Hero Trap - More details, what is this?
How to be Good at Roguelikes - This'd be nice.......... can you teach patience over a podcast?


23
Programming / Re: Number of turns per day.
« on: July 11, 2013, 01:48:58 PM »
Also don't forget that season and latitude may make the days and nights of different lengths, in case you needed more complexity :)
I see what you mean. But my game will brew planets having 0 axial tilt and ...


lmfao

24
- For the user to experience the NPC interaction, the NPC should be fully implemented.
--snip---
If the user just want's to have an "idea" of how it plays, I think it can do it through text. I

Saying you need NPC interaction fully complete before you have basic gameplay is kind of like saying you need to have picked the color of your tablecloth before you start laying bricks for the foundation of your house. How will you know what's fun and interesting without trying some actual gameplay?

My suggestion wasn't about enticing the user, it was about enticing a game designer to help you make a game out of your disparate systems by showing them what you have and how it might come together.

If you go to a clothes store, they put clothes on mannequins. This is to give you an idea how it might be put together into a specific outfit. It makes you want to get involved with the "project" of making an outfit with their building blocks.

Similarly you're offering a bunch of system building blocks. You need to get a designer interested in the ways those blocks could be used for fun gameplay.

The actual user (player?) comes way later.

The fact that you mention "user" instead of player makes it sound like you really believe you're building a productivity application, or a library.

25
1 - Character generation (a possibly his best friend)
2 - Base World map generation
3 - Let the player roam freely throughout an almost empty world
4 - Build the weather system and day cycles
5 - Populate the world with exploration sites like dungeons, caves and cities.
6 - Include creature generation during the world generation phase
7 - Include Item generation during the world generation phase
8 - Populate land types with resources and wild life

You've got a huuuuuuge amount of world generation and modeling systems, but no gameplay it seems at all.

IMO, to get someone on your project, you should give them a taste of what the game could be like not from world gen material lists, but from in-game, actually playing.

The list should read something like:
- Program in a basic character with fixed loadout
- Character movement and basic player controls
- Generate a sample level of some fixed size
- Make a little dungeon to go into and whack a couple monsters


And then once you have that little framework, then you can entice people by showing vids/screenshots of how "just with like two screens, a couple monsters, and a basic character, look at all the gameplay options we could have since in this screenie the character is equipped with a sword of this material, but the enemies are this, but in this screenie over here, you have a totally different character who has taught himself KNITTING!!! and has a DEATH SCARF!!!"

Basically, get an extremely basic couple levels together, a testbed for gameplay really, and then demonstrate to potential designers what COULD be with your systems. That'll show progress, and real promise, and get people thinking about your unique systems.

26
Programming / Re: Releasing partly obfuscated code
« on: July 07, 2013, 03:14:05 AM »
what kind of obfuscation?
questionable naming conventions?
oddly commented code?
devious threading?


...?

Unless you release closed source, what is the point of obfuscation?

27
Off-topic (Locked) / Re: What are russians planning?
« on: June 24, 2013, 10:18:22 PM »
Agree, Sneetches is a fine documentary, relevant in its time, and as Krice's post demonstrates, relevant today.

28
Off-topic (Locked) / Re: What are russians planning?
« on: June 24, 2013, 06:33:37 PM »
Feels like a line got crossed.

29
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: June 21, 2013, 01:07:12 PM »
Why not just make the badge get modal? The current (original) implementation of the badge looks like it would be modal, that you have to click it to dismiss it, which is probably what led to some of the confusion.

30
Early Dev / Re: Hell, The Dungeon Again!
« on: June 09, 2013, 01:47:35 PM »
Excited!

Would be willing to beta test

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