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Design / Re: Zelda roguelike
« on: March 28, 2014, 04:11:52 AM »No, we wouldn't get a roguelike.
And why do you think so. Where is the difference, exactly?
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No, we wouldn't get a roguelike.
The major problem with going from real-time to turn-based is that the game was designed to work in very small steps (eg 30 fps). When you break that up into one second intervals, you will probably get behavior that doesn't work well.
Maybe I'm wrong. Either way, you should definitely try it out and see what happens.
It would be interesting to try it out, but usually these kinds of things don't make a great game.
What I would be more interested to see would be a game specifically made to be ZeldaRL
Link:
http://7drl.org/wp-content/uploads/2014/03/ColosseumOfRoguesDay7.zip
Thanks for another amazing challenge and year!
Traceback (most recent call last):
File "main.pyw", line 2, in <module>
File "libtcodpy.pyc", line 60, in <module>
File "ctypes\__init__.pyc", line 440, in __getitem__
File "ctypes\__init__.pyc", line 435, in __getattr__
File "ctypes\__init__.pyc", line 365, in __init__
WindowsError: [Error 126] The specified module could not be found
I also don't feel any sense of lack if I don't learn anything new or necesarily improve my future chances of success, the experience of pitting myself against the overwhelming odds is my end game.
I appreciate your perspective but Brogue wouldn't be Brogue to me if I could keep restarting upon failure and so while I'm aware I could manually save scum anyway (but never would), having it be the default operation is something I really dislike and it would surprise me if I was in the minority on this.
Let's avoid talk of reduced difficulty altogether: is there any way of disabling the sneak functions that you've added? If not, would you consider releasing an additional version without them?
Disagreedo. The game gives you enough information for unspoiled wins to be plausible. It doesn't have any big gotcha moments.Plausible, but highly unlikely I'd say. Phantoms are gotcha moment, Krakens, Dragons, Liches, Pixies and Dar Battlemages, Spiders and Golems, and everything really is so different and unpredictable. Deadly too, if you are not prepared for any of them you can so easily die, and often in as little as five steps or less.
And Brogue is such a good game that it's still fun when you're getting slaughtered.I agree there is some satisfaction in meeting monsters for the first time, in gradually discovering the game. It's just that it takes a lot of time, you could play and die so many times without learning nothing new even about the thing that killed you.
I finally got that save file for you.
http://www.sendspace.com/file/huzvto