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Messages - spelk

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16
Design / Re: Super Hero RL - Design Fail?
« on: December 11, 2013, 10:03:20 AM »
Wirehall, any news or updates on your work on Rogue City Heroes?

17
Other Announcements / Re: Roguelike Radio podcast
« on: December 10, 2013, 11:02:10 PM »
Darren, I just listened to the ASCII edition of the podcast - and while it was interesting, I thought the main point of ASCII wasn't mentioned. Basically, the ASCII characters weren't really chosen because they were symbolic, or aesthetically pleasing, they were chosen because thats all the original coders had to chose from.

I think a lot of roguelike players, especially the ASCII stalwarts can get to a point where its the ASCII that defines them, rather than the games themselves. Like ASCII is worn as a badge of merit, for only the few that still support it in these days of modern systems and graphical representations. It's true there is a sort of purity to it, like you all said in the podcast, but its more down to being forced to use the basic supported character set than any real design decisions based on symbolism or aesthetics.

I appreciate what can be done, in terms of gameplay, still presented in ASCII, and I think theres still a sector of RL's that can utilise ASCII, some even push the boundaries using the character set, embracing it like a lived in well worn cardigan, yet expanding what can be done with it. But I still think, that even the symbolism can be worked on, and tested, and pushed, so that you have more interesting roguelike adventures built, without the confines of yesteryear. I look towards the likes of The Slimy Lichmummy for inspiration, or even the likes of Brogue, no matter how gaudy, and following the spectrum up through to the many graphical games bringing new audiences into the genre. Perhaps they will step back out of curiosity and see where the genre come from, where the evolution started, but to confine it is a cardinal sin.


My favourite ASCII RL is QuickHack, and its java based and uses a very modest amount of graphical flair to spice it up. Perhaps there is an evolution happening, and with the likes of Necklace of the Eye and TOME we can look forward to RL's embracing and expanding what has come before in terms of homage and evolution?


Finally, are you planning (or considering) a show on Bionic Dues from Arcengames? Its a roguelike inspired robot team dungeon crawl with a lot of tactical options. Chris Parks the lead dev and main man behind all of Arcengames is usually very willing and vocal about his development cycle. A true visionary in the world of indie game development and embracing procedurally generated content since AI War (his first game).

18
Other Announcements / Re: Roguelike Radio podcast
« on: August 08, 2013, 06:49:08 AM »
New episode out on the Hero Trap:

http://www.roguelikeradio.com/2013/08/episode-77-hero-trap.html

Don't know what that is? Well, go check out the episode then! :P

I think I'm a model Hero Trap RL player. Coming from a background of CRPG's and ARPG's, RL's seem like an untapped resource of procedurally generated RP content, but as you say RL's are built different in the way they present the game, with slightly different objectives - not just to sweep in and storm in and solve all the worlds ills - but you have to pick your way through the system and make very key decisions at every step, for the wrong decision will lead to your instant and permanent death!

A lot of why RL's feel punishing to the Hero Trap players like myself, is probably down to my expectations of the game. If you come at it as you would a normal RPG, then you're going to have a rough time of it. It's good that RL's are now catering for the Hero Trappers of the world a little more, and are gently easing them into the gameplay, and hopefully coaxing them to see the differences and the uniqueness of the RL way. If RL developers can shape the experience to introduce the concepts to these action/RPG players coming into the genre for the first time, I think RL's will get much better press in the long run, and more player interest in exploring the essence of what it is that defines the genre.

19
Really pleased this has been fundedmans.

20
Theres a 1.07b version release, because the 1.07 version seemed to do something to the difficulty levels early on! Gulp!

http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike/posts/547943

21
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 05:36:11 PM »
What about this for an idea, just throwing it out there...

Since these Let's Play videos are so popular nowadays, you only really get a single persons commentary on what is going on, and very often its for the first time.

How about a panel of people who know the game, experienced players, and they comment on a lets play video, highlighting areas that could have gone better and discussing the options available to the player. I suppose its a sort of 'coaching' session, but where you get a real insight into the decision process of the play.

Not sure how you assemble it logistically, but you'd capture the video of the person playing, and also the audio of the panel discussing whats going on. I suppose you do the Lets play video in advance, then the panel can watch it, assemble ideas thoughts and comments, and then you do some nifty editing and timing, and interlace the commentary - pausing the lets play - even slotting in visual facts or help at times of discussion. The captured audio panel could be recorded in real time, as a normal radio show, but it would be the clever interleaving with the video that would add a lot of worth to the show - and it would be a new dimension to the RR podcast :)

Just an idea. Not sure how feasible or how much work it would involve. But I can imagine the benefit of having a number of opinions on decisions made during play, as it plays out in front of the audience.

Otherwise a tiered discussion by the panel, for beginners, then intermediate players, along with anecdotal stuff by players would be quite appealing.

22
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 05:25:27 PM »
Link doesn't work, can you fix it? I'm curious

Sorry about that, I've fixed it up now.

http://playboard.me/channel/51e64aa04368c3654900389f

23
Other Announcements / Re: Roguelike Radio podcast
« on: July 23, 2013, 12:52:44 PM »
Another vote for "How to be good at roguelikes" from me. I love them, but ultimately fail miserably, often. In fact I've never reached past level 2 in the Dungeonmans preview build! I'm used to investing in RPG characters in MMO's etc, and I really do dig deep into builds and tactics, but usually my RL characters are so short lived I've barely got time to get to know them before they're dead and buried. :(

Also, I'd like to see a round up of the current Mobile RL's

Currently got this collection ("channel") together over at Playboard.me for Android RL's


24
No. Not running Vista. Using a laptop with Windows xp professional service pack 3.

I've seen a similar crashing issue with Windows XP Pro SP3 also. Is XNA 4.0 totally compatible with XP?

Haven't had a problem with the latest preview on Win7 though.

25
Other Announcements / Re: Roguelike Radio podcast
« on: July 19, 2013, 12:34:41 PM »
Really enjoyed the Dungeonmans episode, some excellent insights into Jim and his game, along with talk around the topic, and lets not deny the love for Hawk the Slayer!

http://www.youtube.com/watch?v=1o9RGnujlkI

How entertaining is Getter on the voicebox? I could listen to his verbiage all night :)

As always, Darren the calming influence, manages to ask the right questions.

Really hope Dungeonmans gains its kickstarter goal and we start to see more established developers come into the genre and stamp their own individuality onto it, hopefully bringing new ideas and stretching and evolving the genre in ways we couldn't imagine.

26
Steam Marines gets a First Impressions Review over at The Wargamer.

http://wargamer.com/article/3331/first-impressions-steam-marines-v0.7.1a

27
Other Announcements / Occult Chronicles
« on: March 07, 2013, 10:09:33 AM »
New official web page was put up for Occult Chronicles yesterday. It's a roguelike-like coupling card and boardgame mechanics with a roguelike formula. Strategy and Cthulhu it sounds like.

http://www.crypticcomet.com/games/OC/Occult_Chronicles.html

Also in Vic's blog post, he mentions that both of his other strategy games, Armageddon Empires and Solium Infernum will be going on sale!

Quote
I’ve also lowered the prices on AE and SI to $14.99 each or $25 for both.  It’s a bit of an experiment to see if the conventional wisdom is correct. I’m hoping that it brings up volume and revenues. I’d still like to get them both on steam someday.  Gabe, Valve, Steam call me.

The price for The Occult Chronicles will be $19.99.  I’ll probably set up a Greenlight page once I can get a video finished. I’ll post the link here if that happens.

28
Traditional Roguelikes (Turn Based) / Re: QuickHack 1.3.4!
« on: January 31, 2013, 01:26:17 PM »
This is brilliant news! Thanks for taking the effort to update QuickHack!

I'm eager to give the update a go.

29
Traditional Roguelikes (Turn Based) / Re: Tileset for Brogue
« on: November 28, 2012, 08:30:26 AM »
Probably some kind of blastphemy, but I really like these silhouetted tiles for Brogue, it instantly adds more clarity to the play, probably because I'm a gamer who isn't as comfortable with pure ASCII as I should be.

30
Traditional Roguelikes (Turn Based) / Re: Teleglitch (now available)
« on: November 25, 2012, 04:52:28 PM »
Really enjoying this one! Fast paced action shooter, with a survival horror theme. The visual effects on the weapons discharge is very effective.

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