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Messages - Rya.Reisender

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31
Fatal Labyrinth is also part of the Sega Mega Drive Ultimate Collection for XBox360.

32
I'd rather have Shining the Holy Ark and Shining Force 3.

I played Evolution Worlds for Gamecube and it was a really boring roguelike.

33
Traditional Roguelikes (Turn-based) / Re: Shoot First
« on: July 14, 2010, 02:05:03 PM »
Yep there need to be more online coop roguelikes.

Phantasy Star Online is probably what gets closest.

34
Traditional Roguelikes (Turn-based) / Re: Rogue Planets
« on: July 14, 2010, 02:01:37 PM »
Nobody gave feedback, but hey, someone made a Rogue Basin article on my game, thanks to whoever did it. If you need more information about the game or about myself feel free to ask me.

The article kind of lacks the information on what makes the game special, though.

Maybe it should be added that it's a coffeebreak roguelike and can be played with one hand on keyboard, one hand holding the coffee, both hands on keyboard or one hand on keyboard one hand on mouse. Also I'd add that going stairs up and down will always bring you to the same coordinates on the other floor, so that a realistic 3D space is created.

Regarding the missing points:
Inspiration: Main inspiration was Phantasy Star II. It has a really complicated dungeon design which I never saw in any other game ever, but which I liked a lot and thought "Hey if this dungeon design could be created randomly, I'd have unlimited enjoyment". At the same time the battles in Phantasy Star II can be pretty tiresome, so instead I replaced them by a very fast paced playstyle that focuses on finding the correct way.
Programming language: I used C++ Builder, which is basically a mixture of C++ and Delphi.

Another special point about the game is that even the gameplay is probably one of the most simple gameplays in roguelikes it still requires a certain playing style which can be learned by playing. Each planet requires a completely different playing style as well to beat it. You'll noticed that you keep getting better each time you try it, even though in theory, there isn't much new things you learn except on how to play to get a perfect result.

Having read the article kind of made me so nostalgic. I really should release Wesmaze (my other roguelike) online, but I'm so lazy! XD

35
Off-topic (Locked) / Re: Have any of you tried Etrian Odyssey II?
« on: April 16, 2010, 12:06:16 PM »
Quote
though the dungeons are not randomly generated.
I stand corrected.

The best dungeon crawler of this type will be Shining in the Darkness in my heart forever.

36
Off-topic (Locked) / Re: Have any of you tried Etrian Odyssey II?
« on: April 09, 2010, 07:29:48 AM »
It's actually more a dungeon crawler with randomly generated dungeons (or so I heard).

What I really hate about that game is that you have to draw the maps yourself, it doesn't work automatically.

37
Programming / Re: A world with finite money
« on: December 23, 2009, 02:30:18 PM »
I didn't even know there are roguelikes where grinding is possible until I read this thread.

38
Programming / Re: Multi-tile Creatures
« on: December 02, 2009, 09:18:58 AM »
The bosses in Chocobo's Dungeon are usually 2x2 or 3x3 tiles big. I think the movement / attack range is solved quite well there.

39
Traditional Roguelikes (Turn-based) / Re: Wesband
« on: November 06, 2009, 08:43:36 AM »
I don't get how people can say Wesband is easy. I usually can't even survive 2-3 turns. However, it seems to get easier once you leveled a bit. I'd suggest to ensure that the first floor only has level 0 enemies and no clusters. It's kind of frustrating if you die after 2-3 turns and have to restart again and again until you get finally lucky.

40
Traditional Roguelikes (Turn-based) / Re: Wesband
« on: November 02, 2009, 10:54:37 AM »
Not exactly related, but did you receive my PM Ken Oh?

41
Other Announcements / Re: Which roguelike have you played the most?
« on: October 30, 2009, 10:11:58 AM »
Well I prefer interfaces that only need 1-2 buttons, so I can't complain. The only bad thing about the menu browsing is that there's no "Go back" feature. You can either select the next option or close the whole menu. Other than that I thought the interface is perfect.

(assuming the PS3 version is the same as the Genesis version)

42
Programming / Re: mmorl
« on: October 29, 2009, 02:49:43 PM »
Shiren the Wanderer is perfect in itself. But just copying the monster ideas from there, would just make me thing "Might just play Shiren instead".

43
Programming / Re: mmorl
« on: October 29, 2009, 08:47:12 AM »
If its the only way it can move the knight doesn just have trouble moving in corridors, it potentiall cant move at all. I would have the knight jump as an ability the monster can choose to use, that way it can still move freely and you can also add it to your spell list :)
Or you make any floor at least 2 tiles wide.

44
Programming / Re: mmorl
« on: October 28, 2009, 10:42:00 AM »
Actually there is a high variety of good possible systems I could imagine for a MMORL:

- all people meet in a town and can form a 'play group', then that 'play group' plays through a random dungeons (well that actually already exists and is called Phantasy Star Online)

- only trading items and talking is part of the MMO, the actual dungeon is single player

- a "Versus" roguelike where achievements of one player mean more traps/monsters for his opponents

- a really random roguelike MMO where you just keep advancing from place to place, but through randomness you can end up in the same level as another player and are able to cooperate with him to clear the level with less loses (or maybe possibility to fight each other)

- a self-creating world, at the beginning there's only a village, but if the first player ever leaves a map into an yet-unvisited direction, the next map will be created randomly, but will remain like it was created forever (or until a certain event, like the final boss being beaten or whatever). So eventually you'll endless with a huge randomly created world, that has no end no matter in what direction you'll go

45
Traditional Roguelikes (Turn-based) / Re: CastlevaniaRL
« on: October 28, 2009, 10:33:00 AM »
@Ken Oh
Hey Ken Oh, are you the Ken Oh from the Wesnoth forums? I'm like 80% sure you are.

@Curseman
I'm pretty sure what Ken Oh means is that his view range is only 1 tile so he can't use ranged attacks.

Also thanks for the introduction into the game. I never ever managed to reach a town so far. Guess my tactic was wrong because generally in roguelikes the first thing I do is to kill all monsters on the map... and without recovery that seems impossible in CastlevaniaRL.

@Slash
http://www.roguetemple.com/forums/index.php?topic=443.msg3605#msg3605

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