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Messages - Rya.Reisender

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16
Off-topic (Locked) / Re: Terraria - minecraft-like 2d arcade (try this)
« on: January 02, 2012, 01:43:11 PM »
Unfortunately they don't have as friendly a player base we do  :P

Hah, we have plenty of rude people in the RL community (look at some of the comments on the latest rl of the year vote for an example), luckily they don't often appear in the rogue temple forum :)

They normally don't even realize they're being rude, thinking they are "just calling it as it is" or "asking hard questions".
I wonder if you've been to many communities yet. Compared to "normal humans", the roguelike community is like a bunch of angels. You even get constructive criticism rather than "this is shit".

17
What about military buildings?

Here's the promised screenshot:


18
Thanks for the links. I think I'll stay in this community here for now, though. But I'll remember the IF community, I think I might find some players over there later on.

I looked at bit at the games and most of them are far more "story-only" than what I'm doing. Zyll seems to gets closest to what I'm working on, just without all the JRPG-elements (like leveling), because it offers a real control interface which is not just "Enter Command >".

I think I'll go NESW/UDLR in confirm mode and NESW/UDLR/ArrowKeys in direct mode. If people really want to just press into the direction they want to go instead of thinking which letter resembles the direction, then they can still use arrow keys after all.
Or maybe I invest some more time and just allow 3 modes: Confirm, Direct and Direct-WASD

Think it's pretty clear for me now. It was actually a relieve to hear that IF games also use NESW rather than WASD.


Edit: By the way, the "stuff" that is connecting rooms, how would you call it? I usually called it "floor", but my friend from New Zealand said "corridor" would be a more common word. Anyone knows more about it?

19
Thanks for all the replies. I knew I could count on you (larger communities didn't reply with anything useful).

If every command is triggered by a single key, why do you need the confirm mode?
To prevent the player from accidentaly pressing the wrong key. If he needs to press enter and he presses 3 instead of 2, he still has the chance to remove the 3 again and press 2 and then enter to correct his mistake.

Many decisions are quite important and can not be undone anymore.

It's a single player MUD or sort of? Those and roguelikes are from the same "era" but are quite different. Anyway, if you limit yourself to four directions it feels strange not to have a minimap and wasd/arrow keys. That being said it's a bit sad since you can do so much more in a text based RPG, like "hidden" exits, mazes with twisted directions (loops), overlapping rooms and the like.

If you didn't already, I'd give MUDs a go for inspiration.
Not making full use of the game idea is not a concern for me. I'm pretty confident it's the best text-based game ever made (at least going by my personal taste). In fact MUDs inspired me to do it, but it's quite different. I played MUDs but I was really annoyed that they require you to learn a list of commands and thus are hard to get into and I thought to myself "Wouldn't it be much cooler if all possible actions where onscreen like '1.Do that 2.Do this' and you just have to enter a single character instead of typing in long phrases?"

But that's also why I absolutely can not use MUDs as inspiration for the controls.

Quote
Do you have a link to your game?
Right now I don't really want to release it. It's because I don't want players to be able to create save states before I'm not finished with the overall balancing. I guess I could make a screenshot of it, though.

I guess it depends on how prominent is the minimap, if you are navigating by that most of the time then wsad + arrow keys would be best.  That also depends on whether you are pressing the keys constantly or if you press a key then read some text or battle or whatever then nsew would be just as good. The arrow/WSAD keys are usually used for fast paced games, NSEW would work better for slow ones.
The minimap is only 3x3 size (1x1 = size of a normal room), but I still found that ever since I added it, I'm using mainly it instead of the direction descriptions. That's basically what got me to think that I need to add a mode where you can move without confirming.

As I said, for arrow keys it's clear. I just wonder if WASD is needed additionally...

Quote
So this is like a IF but is purely combat based?  Or is it more like Monster Den with descriptions?
Think of it as a text-JRPG. It plays like a JRPG and has a story like a JRPG, but instead of graphics, it describes everything what happens.

You should try posting on some Interactive fiction forums. You would definitely get help there.

As a fan of interactive fiction, I'm used to using. n,s,w,e or north, south, east, west, and up/down as needed.

Are you programming it from scratch, or using Inform or Tads?

Personally, I don't really see the need to use wasd. I've never played an interactive fiction that used it. I know the original Wizardry games did. You might also check out Zyll to get some ideas since it sounds similar to your game.
Ah, so "interactive fiction" is how the genre is called? I always was looking for "text RPG" on google but the only things I found was Pen&Paper stuff that is played online in a browser. Do you know any good community for this genre?

I'm programming it from scratch.

20
Off-topic (Locked) / Game Design question regarding movement in text RPG
« on: December 21, 2011, 06:52:08 PM »
(copying my post from another forum, posting in off-topic section because it's NOT a roguelike, I ask here because I think roguelike players might be most familiar with movement in text based environments)

The situation is the following:
 
I made an RPG that is played text based. Basically you get a descriptions of what is happening and then you can choose actions. In movement mode it tells you the directions (north/east/south/west). Now you can enter n/e/s/w and press enter to move into that direction or a number (1, 2, 3, ...) and then enter to do one of the listed actions. I originally planned that every single "map tile" is unique, so I designed the game originally quite narrow (basically every step a battle and every two steps a scene).
 
When I first released a demo of it, many people suggested to get a minimap and they also wanted to use u/d/l/r (up, down, left, right) for walking into directions because some keep mixing up east and west. So I did.
 
However after I did there were bothered about every step a combat and asked me to make the design so that the regions are much larger but that there is only a battle every few steps. I didn't want to re-design the original regions, but I found that they got a point, because the exploration feeling gets better like that. So for later regions I did that partly. But if there isn't a combat every tile it has the weird affect that you walk around a lot which basically mean: "n + enter + n + enter + e + enter + ..." I think you get what I mean.
 
So I'm not trying to implement an optional "direct" mode, where you press the arrow keys in order to move directly (without pressing enter). You can also press NESW/UDLR and the number for actions directly in this mode. For arrow keys it's pretty clear, they are not used anyway. But now it occured to me that some people might want to use WASD instead so they can play the game one-handed (when I developed coffeebreak roguelikes it was quite important for the players to be able to play with one hand optionally).
 
The problem now is that WASD would be conflicting to NESW/UDLR. So I wonder which one I should take. Should it be NESW/UDLR in confirm mode and WASD in direct mode? I think that's pretty confusing. I'm already used to NESW so much and I really don't want to change confirm mode...
 
So my question is: Do you think movement with WASD is required or would arrow keys / NESW / UDLR suffice?
 

Basically the options I see are:
 
1.
 Confirm Mode - NESW/UDLR
 Direct Mode - NESW/UDLR/Arrow Keys
 
2.
 Confirm Mode - NESW/UDLR
 Direct Mode - WASD/Arrow Keys
 
3.
 Confirm Mode - WASD
 Direct Mode - WASD/Arrow Keys

21
Other Announcements / Re: What is good in roguelike gameplay?
« on: January 26, 2011, 10:57:17 AM »
I like roguelikes most when they are incredibly simple to play, but yet hard to master. I like it when the focus is on very short and simple decisions like "move up or up-left?" rather then complicated "I need to read a 20 pages guide book about it before deciding the whether I should join this religion or not" decisions.
I usually don't like item systems in roguelikes, because they usually ruin any fast-paced gameplay.
If the game is not fast-paced it has no replay value for me.

22
Other Announcements / Re: Do you listen to music when playing Roguelikes?
« on: January 26, 2011, 10:53:24 AM »
I can't play video games without music.

If the game has music itself and it isn't incredibly bad I usually listen to the game's music. If the game has no music itself I just put in my favorite music CDs.

23
I think for Indie game developers and smaller companies it's very hard to make a non-linear story-heavy RPG/Roguelike, because there are too many possible dialogue combinations.

I once tried to make an RPG where the path splits and all the dialogue also depend on the characters that are in your party and I eventually gave up because I had to write like 10+ different dialogue scenes for each event/NPC depending on all the variables. It was just too tedious.

Roguelikes with completely linear stories exist, though. I somehow prefer dungeon crawlers then though, because restarting the same linear story each time I die is very tedious. Then I'd rather have no dialogues at all.

24
If you wanna play games you should get Windows. :p

The game was made with Game Maker, so I guess it will run on WINE if other game maker games also run on WINE.

The developers are currently working on recoding the game without game maker. They do it because it's easily to cheat in a game maker game using the game maker game debugger. If the game will then also be available for other operating systems, depends on how they remake it, I guess.

25
I really love this game! I'm totally addicted to it and probably play it like 3 hours a day! >_<
Just wanted to express my love for this game somewhere. :-)

By the way, the most recent version is 0.15 already and you can always get the most up-to-date version by using this link: http://www.qcfdesign.com/?cat=20

26
Off-topic (Locked) / Re: Studies of the Angband "mold" type monsters
« on: September 08, 2010, 01:57:48 PM »
Well it'd be interesting if each color was randomly assigned to the monsters. So each run you have to figure out again which one is harder.

27
Other Announcements / Re: Acquiring feedback for your roguelike project
« on: September 08, 2010, 01:55:00 PM »
I dunno. I'd say that most retail roguelikes are quite more popular than Nethack/Angband/Crawl, even though they aren't better.

28
Other Announcements / Re: Acquiring feedback for your roguelike project
« on: September 06, 2010, 10:05:32 AM »
I don't think that game quality is one of the main aspects of a game being successful.

I can make the most original and fun roguelike ever made, if I only tell my friends about it, there will be hardly any feedback.
The opposite also exists, I can make a rather average roguelike but advertise it like crazy and it will become rather successful.
Alone a roguelike being released on let's say XBLA, would make it a lot more popular than if the same roguelike was released for PC.

I mean there are hundreds of really amazing games that everyone who played them liked and that are still rather unknown.

29
Btw if you like Fatal Labyrinth you should try Dragon Crystal for Master System and Game Gear (both games differ a bit). It plays pretty similar.

I thought the collection is much more worth the money. You have like dunno 30 games for $30. If you download them separately on XBLA you pay like $10 for each.
But if they change a lot with it I might end up buying it again.

Even though, I really rather would like to have Shining the Holy Ark and Shining Force 3.

30
Traditional Roguelikes (Turn-based) / Re: Rogue Planets
« on: September 02, 2010, 09:56:30 AM »
I'm happy to hear, someone registered on these forums just for my game. :o
Unfortunately I can't do much in regards of forums being hard to access. By the way I usually use the "stay logged in forever" feature. I frequent several forums and on some I didn't have to log into for several years and can still post. On this forum I'm also permanently logged in.

Yeah sorry that it has no Linux version, but I use C++ Builder to develop my games and that doesn't support compiling for any OS other than Windows. :-/
Not to mention that I use standard windows elements, for all the graphics.

Usually it's not a problem because 'real' gamers always have at least one computer with Windows, but in the Roguelike community that's a bit different. :-)

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