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Messages - Darren Grey

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Programming / Re: Some themes, have they been done before?
« on: March 25, 2010, 06:28:54 PM »
Uh, guys, this is quite clearly a troll.  Signed up just to post Jesus-related stuff on a roguelike forum?  Sure....

Please don't feed the trolls.

Traditional Roguelikes (Turn Based) / Trapper 1.1 released
« on: March 25, 2010, 02:10:58 AM »
You can download it here:

It's a bugfix and polish update of the 7drl version.  No real gameplay changes, though it should solve some issues people complained about.  Any comments/criticisms/suggestions are abundantly welcome.

Programming / Re: Some themes, have they been done before?
« on: March 23, 2010, 12:32:06 AM »
There's a couple of Elite-esque roguelikes out there, but I've not heard of a space sim focused on combat.  The Klingon idea sounds quite cool in that respect.

For the Satanic game you might want to look a little at two of the 7DRLs written this year - City of the Condemned (play as angels or demons in the battle for a city's souls) and Demonhunt (hunt lots of demonic enemies in bloody dungeons).  Neither do what you're saying, but they touch on the same theme.

The Escape Station theme could be good - not something I've seen before.  The setting sounds a little restricted though.  Something a little more bizarre might allow more development freedom.  For instance, escape from a medical lab where scientists have been conducting strange experiments on you.  You'd have to battle the security systems and other test subjects, whilst uncovering your new powers (whatever they may be).  You could upgrade yourself with new things you find as you explore the labs, but doing so would lose a little more of your humanity.

Getting a good game idea isn't just about doing something different, it's also about allowing scope for interesting gameplay and fun content.

Other Announcements / Re: 7DRL 2010 discussion.
« on: March 23, 2010, 12:23:12 AM »
The most roguelike of the lot was probably The Legend of Klakkamara, which featured numerous enemies and items and even had cursed items.  Troll Slayer was also one of the more feature heavy roguelikes produced.  None of the games had random item identifications, but most other roguelike staples were prevalent.

The thing that they all lack is a huge degree of complexity, which is one ofthe things we all like about the main roguelikes.  Of course in 7 days it's impossible to gain a good degree of complexity.  But more importantly I'd say that's not the point of these sorts of games - by investigating simplicity we discover new styles of gameplay and new ways to expand how roguelikes can be enjoyed.  Also, it's all a bit of fun to engage in, and makes us actually produce real games instead of dreaming about the next big uber-complex title...

Off-topic (Locked) / Re: Favorite 7DRL so far
« on: March 23, 2010, 12:16:03 AM »

Toby the Trapper - the most of the game if the same challenge (kill ogres with banger traps) repeated many times. I don't know why I would use other traps (at least for the usual ogres), I also have to make sure that I won't be hit from around the corner. It gets quite boring. I would add more special enemies, or reduce the number of levels (those without gems or special enemies are unnecessary, also I would prefer to be told that I don't have to search every single cell to make sure that there is no gem on the level), or make them easier to navigate safely. (Edit: oh, I see this looks too negative. I liked it, but there are some improvements:) )

I was worried that maybe I should have cut out the unneeded levels, but ultimately decided that more content can't be too bad and hoped the basical gameplay would be fun enough.  However I guess overall there's not enough variety to the traps and not enough difficult enemies - limits to what I could accomplish in 7 days.  I think for the Director's Cut I'll reduce the number of levels to 13, ensuring there's content on every one.

Thanks for the feedback  :)

Off-topic (Locked) / Re: Favorite 7DRL so far
« on: March 18, 2010, 12:03:06 PM »
PrincessRL is also my favourite so far - it really has such charm.  I still need to play more though.

Other Announcements / Re: Roguetemple's 7DRL Announcement aggregator
« on: March 15, 2010, 06:04:58 AM »
Count is up to 44 by my reckoning... still need to properly check that they're all working games though.

Other Announcements / Re: 7DRL Challenge: How finished is finshed?
« on: March 12, 2010, 01:13:25 AM »
I think ultimately it should be both winnable and losable and entertaining in some way.  As a roguelike it should be more losable than winnable, which also helps boost the third criteria  :)

I remember when first developing Gruesome I went from having a simple character exploring random caves, to a character exploring random caves and avoiding spinning lighthouses.  This small change made a big difference - it was suddenly fun to play and very challenging, and had both win and lose conditions.  It was all I needed to justify releasing it, and in spite of its simplicity no one has ever questioned its status as a game.

Ultimately of course it comes down to the developer what he classes as complete.  Out of the 25 "successes" last year I remember 2 in particular that didn't really qualify as proper completions, and the developers themselves admitted so after I reviewed them.

I've tried it.  It's very charming for us HnK fans - lots of use of music and moves from the series.  Can't help but get a laugh out of it.  However the gameplay isn't exactly thrilling - apart from the fancy skin it's a very basic dungeon crawler.

Other Announcements / Re: 7DRL 2010 discussion.
« on: January 22, 2010, 05:28:18 PM »
Well, uh, if you don't reply on Usenet your vote won't be heard too clearly  :P

Programming / Re: mmorl
« on: November 09, 2009, 01:36:13 AM »
Anyone interested in online roguelikes should try out TwilightMMO.  It has many things right and many things wrong, and a lot can be learned from playing it.

Programming / Re: Implementing stairs
« on: May 07, 2009, 05:45:58 PM »
Just treat them as different dungeons.  D20 connects to D21 and L1, L5 connects to U1, U15 connects to D40, etc.

Legerdemain is popular in both the IF and RL communities, so clearly cross-over is possible.  I say do it  :)

Traditional Roguelikes (Turn Based) / Re: Agduria
« on: April 28, 2009, 03:16:10 PM »
As far as I know only the pages for major roguelikes aren't primarily written by their respective authors.  Almost every other page is written for the most part by the people that made the game, and others only tend to modify them to correct little things or perform minor updates.

One other quick question : is planning in rougelikes sophisticated enough to say how long the game will take ? Say, is there a way to plan on one hour vs. 10 vs. 40 ?

Generally roguelike development is incremental, such that you'll start with a 5 hour game and a few years later it'll be a 20 hour game after you've added more and more features and locations etc.  Roguelikes generally aren't too long (average major RL takes around 10 hours to complete I'd say) to encourage replayability.  Personally I'd worry about anyone that plans to make a game a specific number of hours long, unless they're deliberately aiming for a very short timespan (like a coffeebreak).  Gameplay length should arise naturally from the content, and you shouldn't be throwing content in just to make the game longer - content should only be added to make the game more fun.

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