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Messages - CaptainKraft

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Off-topic (Locked) / Re: 2048
« on: April 05, 2014, 03:22:44 PM »
The only real difference between the two? Threes costs $1.99, 2048 is free.

I have to disagree. Threes is much more polished and much more interesting. You can see this when people create an AI to beat 2048 with 2-3 lines of code. Once you figure out the strategy it is incredibly boring.

Also, those numbers you quote don't tell the whole story. Threes released on iOS first and the markets for iOS and Android are very different. Not to mention that free games will of course get many more downloads.

Threes is a game that two developers put a lot of work into and actually care about the product. It's a bit sad to me that stuff like this can happen.

You could have a look into Dwarf Fortress in Fortress Mode (already mentioned) because it has exactly what you are asking for. Maybe it's not the type of game you are looking for but it can still give you some insight into how it fills the gaps and makes those ultra dangerous bouts of combat interesting.

I would also recommend UnReal World. Combat is one of the most interesting parts of the game even though it can be very rare.

Off-topic (Locked) / Re: 2048
« on: April 04, 2014, 06:04:41 PM »
2048 is actually a poor attempt at cloning an amazing game made by some great developers.

The story of the massive amount of clones of this game have been spreading around Twitter like crazy and the original developers deserve more attention. If you want a deeper experience with a much better made product, try out Threes. It's totally worth it.

Design / Re: Theming For Roguelikes
« on: March 30, 2014, 02:26:07 PM »
Thanks for all the insight. It is an interesting balance to try to hit. Also, I think there are examples of both ways that work for games.

7DRLs / Re: Lava Walker (7DRL 2014, success)
« on: March 28, 2014, 07:25:40 PM »
I only had a chance to play about 15 minutes, but so far I really like it. It's well made, looks good, and it's interesting. I am curious to see how the world evolves when I get to play more.

Design / Re: Zelda roguelike
« on: March 28, 2014, 03:08:17 PM »
Wow. This kind of thread really makes me appreciate stackexchange style sites. My God.

There is no reason for this attitude. Please try to be constructive or, at the very least, don't be destructive.

Design / Re: Zelda roguelike
« on: March 28, 2014, 02:10:29 AM »
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.

Design / Re: Theming For Roguelikes
« on: March 28, 2014, 12:43:17 AM »
There are some very good points here, but it seems like the major assumption is that the theme is secondary and easy to accomplish. There are games out there where the theme, story, narrative, etc. are the major focus and they are great games because of it. It doesn't seem very common in roguelikes to do this, but it might produce some interesting new games.

Another thing that I like about choosing one or the other before designing the game is that it puts a set of constraints on your design. If you decide to go with a theme and make sure the mechanics make sense, this could bring about some ideas you would have never considered if you started with mechanics. Of course, this goes both ways. You might never have come up with story elements if you didn't start with mechanics first.

Design / Re: Zelda roguelike
« on: March 28, 2014, 12:38:51 AM »
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

Design / Theming For Roguelikes
« on: March 27, 2014, 02:05:36 PM »
I haven't finished a roguelike yet, but the plan is to start off small and write one in the near future. I have some ideas for what I want to do and right now I'm thinking about the theme.

My question for everyone is this: "Should the theme of the game guide mechanic design or should the mechanics guide the theme of the game?"

The reason I ask is because I'm trying to decide whether I should pick a theme and go with it, making it fit the mechanics of the game as I go along or start with a theme and make the game so that the mechanics make sense for the theme.

At the moment, I'm leaning towards a cyberpunk/hacking theme and I think it could work out with the ideas I have for mechanics. Of course, things always change during development so I'm curious what your thoughts are on theme vs mechanics.


Design / Re: Monster ideas for a "color" themed game?
« on: March 19, 2014, 07:05:14 PM »
You might be able to come up with some interesting monsters if you look into what each color can represent. Some examples would be red for anger, green for sickness, blue for sad, white for scared. Things like that might help give you some ideas.

7DRLs / Re: Cannot Rate 7DRLs
« on: March 19, 2014, 06:59:29 PM »
You need a juror account to post reviews, if you want to join the team, contact Darren Gray

Thanks a ton. Will do

I have been thinking about trying out a single corridor roguelike for some time now and someone in #rgrd told me about your game when I was asking around.

You did a brilliant job and I really like the game. I might even steal some of your ideas. You're awesome

Design / Re: My two cents about Permadeath
« on: March 19, 2014, 05:57:45 PM »
Before this gets personal, I just want to make it clear that this is my personal opinion on how I view the permadeath feature, in other words, is not something open to debate

If it isn't up for debate, maybe it shouldn't be here?

7DRLs / Cannot Rate 7DRLs
« on: March 19, 2014, 05:30:48 PM »
When I try to rate a game, I get the message "Critical Error!" with no other context. I've tried many combinations of juror name and password and I don't see anywhere to sign up as a juror.

Is there something simple that I'm screwing up?

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