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Traditional Roguelikes (Turn Based) / Re: js-like beta (first version!) released
« on: June 30, 2011, 07:48:14 PM »It may be unoriginal, but frankly, your game is too much like ADOM to be called original at this stage. Fortunately, originality isn't in The Roguelike Definition™.
Makes sense
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4. Add some item types (especially potions and scrolls), spells, and quests;
I wanted to differ from ADOM a bit, that's why I decided to have scrolls instead of spellbooks. You might not have encountered them, but there are already at least five different scrolls (with five spells to learn from them!)
As for potions, yes - IIRC, there are only two or three of them right now.
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5. Add some physical effects like teleportation, paralysis, poisoning, perhaps mutations and assign those to monsters and spells.
Teleportation is already present (as a spell, as a trap effect); I was also thinking about bleeding, confusion, ....
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As for skills, their priority depends on how important you think they are for gameplay. If you decide to add them, consider the 'get skilled at what you train' method versus 'pick a skill to train at level-ups' method. Personally I prefer the former.
Actually, I do not personally value skills much. That is why having them will be probably at the end of the TODO list...
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Coders easily beat designers at quantifying stuff. I'd say assign an experience value to a monster, and if the PC kills a monster, add that value to the PC's experience points. Then define a function to calculate the experience level from experience points (most likely you'll want exponential growth). When the PC levels, you could raise HP and one stat (chosen randomly, or biased towards racial predisposition).
A less traditional way to go about it is to define a linear experience level function, and lower the experience points gained from killing monsters as the player levels up. If I'm not mistaken, Angband does this.
I was thinking about the Fibonacci sequence for XP thresholds. Gaining a level would result in ability to increase two (three?) of available game feats (e.g. attributes, dv/pv, maxhp/maxmana, ...).
Now the interesting part is:
- When is XP gained - this cannot be done automatically, I am afraid, so some hand-picked events (monster kill, quest done) must be explicitely marked
- How much XP is gained - and this might be realizable algorithmically, by comparing the dead monster's stats with PC's ...