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Messages - CaptainKraft

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16
Design / Re: Positional Combat System
« on: September 02, 2014, 04:02:00 PM »
It looks like I'm not the only one who would really like to see this system in action. I like where your head is at.

Also, go check out Crypt of the NecroDancer and Dungeonmans for other examples of really well-done positional combat.

17
Temple of the Roguelike / Re: Planning a mini 7DRL challenge for October.
« on: September 02, 2014, 03:59:46 PM »
7DRL has been something I've been itching to do for a long while now. For the past 3 years I have missed out on the main jam, but one of these days I will work on something, during the main competition or maybe just on my own. I wish October where a good time for that. Maybe I can carve out some time...

18
Programming / Re: LambdaHack
« on: September 02, 2014, 03:58:19 PM »
It's very tempting to fire up some old Haskell code that I worked on. I never did get into any game programming with the language but I did enjoy learning about it and functional programming in general. Unfortunately I have to focus on class and my other game projects at the moment, but I will definitely be lurking around here to see what everyone can do with the language.

This framework looks like a great start for people getting into Haskell. Keep it up doods!

19
Traditional Roguelikes (Turn Based) / Re: Rogue Class Linux 9
« on: September 01, 2014, 06:53:47 PM »
This made me smile today because the fact that this exists is amazing. Awesome work to all involved. You rock

20
Programming / Re: LambdaHack
« on: September 01, 2014, 06:45:26 PM »
Curse you all for making me want to do some more Haskell programming!

21
Programming / Re: Slow progress is slow.
« on: September 01, 2014, 06:45:00 PM »
Bear, do you have any games that you've made we can try or maybe parts of your current project that we can play? It would be great to see some of your progress.

It might be fun to take parts of your big project and make some tiny side-projects just to see something through, get some feedback, and slowly but surely build up the modules that you will use for your engine?

No matter what you do, I'd still like to see what you're working on. Getting hand-on experience playing a game is much better than just hearing a description.

22
One of my favorite games of the year. Seriously, if you haven't played it you are missing out. So brilliant.

23
Player's Plaza / Re: Looking for a roguelike to play with
« on: April 29, 2014, 03:37:08 PM »
This thread turned into an argument instead of just giving someone recommendations on a simple request.

I don't know if these two games fit your needs but I would recommend looking at Brogue because the code is very well written. You can learn a lot from the source. Also, check out Rogue. Might as well see what it was like in the beginning right?

If you can't find anything that fits your needs, try something new. You'll learn a lot from the source of any game that you can slog through. Good luck

24
Traditional Roguelikes (Turn Based) / Re: Dungeonmans (now at Balpha!)
« on: April 15, 2014, 03:37:53 PM »
I have been a HUUUUUUGE fan of Dungeonmans and Jim. The game is excellent and he is an awesome dude.

I'm all in as soon as he gives us a Linux build.

25
Design / Re: Difficult vs Punishing Games
« on: April 11, 2014, 06:38:57 PM »
Re: in-game advice and the idea of telling your players how not to die sounds like a good idea, but in reality, if your game is even moderately interesting, it will not be possible to accurately determine what a player did wrong to make him die (this is often a complex matter even for players of middling skill). [Edit: Sorry, didn't notice someone had made the same point upthread.] More importantly, it should not be obvious to the designer what the best thing a player could do is. It's good to have certain strategies in mind that serve as a guide to what the player might be able to do, but good players should be finding strategies you hadn't thought of.

This feature would be for players that are new to the game and need the help. Advanced players using advanced tactics wouldn't need the help anyway.

Quote
To expand on the idea of helping the player learn what to do better, here's a radical concept: Allow the player to replay the last turns of his life, without offering the possibility of resurrection if he does better, but simply as a learning experience. Experienced players wouldn't bother, I think, but it offers an interesting puzzle to new players: How could I have played this differently?

That's a really cool idea. Even though it would only give you a snapshot of what you did most recently, it could still be pretty cool. Learning about less recent history would still be the job of the player's memory.

26
Design / Re: Difficult vs Punishing Games
« on: April 08, 2014, 11:37:42 AM »
Permadeath isn't that punishing if your game uses procedural generation in such a way that each game is new and exciting.

The punishment of permadeath is that you have to go through the same old slog every time you start the game, suffer through the same crap again.

If dying feels overly harsh that's because your game world lacks enough variety.

I agree that this is something that would make permadeath punishing, but that isn't a concern with most roguelikes. This is pretty much a solved problem.

What is a concern with some games is that the player feels punished (especially when they are new at the game) because they died unexpectedly and without warning. There are other concerns as well, but I think this is a major one for a lot of big roguelikes.

The goal here is to discuss ways that we can try new things with roguelikes when we keep punishment vs difficulty in mind.

27
Design / Re: Difficult vs Punishing Games
« on: April 07, 2014, 08:05:31 PM »
It's a lot harder for the game to identify what went wrong when you died to a tactical error.  And if the game is any good, most player deaths should be due to tactical or strategic mistakes, not because they never found the right armor.

That is very true. I wonder how an implementation would look if the game was designed to keep track of your conduct. It could analyse every encounter throughout the game and maybe provide some feedback on which encounters could have went better. Something like that (obviously oversimplified example) might be interesting to look at.

28
Design / Re: Difficult vs Punishing Games
« on: April 06, 2014, 02:31:36 PM »
One thing that would be nice to see more in roguelikes is the game educating the player once they have made a mistake. In order to get better at a roguelike you should be analyzing what you did wrong, what you could have done better, and then learn from your mistakes the next time you play. I haven't seen many (if any) games that give you some information about what you could have done better or even why you died so easily in some situations.

Dying is part of the game and should be a learning experience. Even when a game is punishing, it can be fun and help you improve.

29
Off-topic (Locked) / Re: 2048
« on: April 06, 2014, 02:27:28 PM »

30
Design / Difficult vs Punishing Games
« on: April 05, 2014, 03:28:41 PM »
I came across this Extra Credits video yesterday and thought it would be great for a discussion about roguelikes. They talk about how difficult games can be a great experience but punishing a player can turn them away.

From my experience, I would say that roguelikes actually tend more toward the punishing side of the argument, yet they have players that stick around for years. The video mentions some ways to make sure your game isn't punishing that involve alowing them to screw up and jump right back into the action. That might not be the best approach for permadeath games, but they do make some great points.

What are your thoughts?

https://www.youtube.com/watch?v=ea6UuRTjkKs

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