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Messages - yodhe

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16
Traditional Roguelikes (Turn Based) / Re: Teemu v1.2 released
« on: September 03, 2010, 06:50:45 PM »
More obvious as in, not just in the readme.txt file :P

I know you can press 'v' but why do I need to press a key to find out where I am, not user friendly imho.

As far as the acsii art went, I just thought of grabbing some public domain images and running through an ascii art conversion and use them to add a bit of spice to the game...

17
Traditional Roguelikes (Turn Based) / Re: Teemu v1.2 released
« on: September 03, 2010, 05:12:12 PM »
Make it MORE OBVIOUS that you can find the keyboard commands with the ? key rather than just in the readme.

Also the game should say where you are, if on a path, outside a lighthouse, in the shadow of mountains, on a wind swept beach.

Also maybe some ascii art would help the feel of the game imho.

18
Early Dev / Re: Adventurer - A Roguelike
« on: September 02, 2010, 06:37:17 AM »
I would like to see screenshots of your game, or rather I think there should be screenshots both on the download page, and the blog site.
I know there are some but it took me 2 or 3 visits to your site before I found them.


19
Other Announcements / Re: Acquiring feedback for your roguelike project
« on: August 30, 2010, 08:32:36 AM »
What happened with the Slasher RL certainly has made me readdress the direction, and content of the rogue-like I am developing. Apart from encoraging me to dump the D&D/middle-earth genre, and go for something different, it also has made me more aware how better text description can enhance the game experience. It also made me aware of the huge appeal of open-world structure games, like dwarf-fortress, and how integral this seems to be to the "modern" gameplay experience for many people.
Mostly it went to show me how much more work I need to do, and put in, before I can expect anything more than a cursorary interest from the gamers.

20
Early Dev / Re: Serial Killer Roguelike
« on: August 23, 2010, 02:16:40 PM »
Although not my cup of tea, not being a fan of slasher horror, the video does look
nice, and as a theme/genre I can see it attracting a fan following.

Keep up the good work.

21
Early Dev / Re: MYRPG - Caves of Adventure - Beta 1
« on: August 22, 2010, 07:39:13 AM »
Thanks for the feedback..

The icons on the left are "placeholder" graphics, and afaik are the only graphics (apart from the gunpowder barrels) that I haven't made myself, which is probably why they look a little "detached" from the rest of game.

At the moment I am wondering whether the "traditional fantasy" route is the best theme to go, or opt for something a bit different. I have a few ideas, but I want to clean up the code base, before embarking on a new direction.

22
Traditional Roguelikes (Turn Based) / Re: Expedition v0.1.7 released!
« on: July 24, 2010, 08:12:04 PM »
As far as sea travel you could have a "mythic-historical" thing going on.
Apart from pirate ships (or maybe you want to liberate some ship on your way!), and other nations navies, you could also have sea monsters and beasts to battle...
Magical mystical islands, that rise up out of the ocean and vanish..
Even Atlantis to find...
The Bermuda triangle to navigate.
Would be really important to model a "wind system", so players have to find the "trade" routes, and go with the flow, and not get caught in the doldrums.

Mutinies would be very important too, more than one captain/officer went overboard on a long voyage.
Fog that stop you seeing anything, and if you hit land you damage you ship.
Storm that blow you off course would be good.
Also there are a string of small island between america and europe on various routes, which became as important trading stations as both continents themselves. Canary islands etc. In terms of the map, they would be more prominant than their real geophysical size.
Also remember that it was a time of speculation etc, and in the months between journeys prices of commodities can change etc, as well as the relative wealth of nations, or their need for quick cash due to wars etc. At these trading posts you could perhaps find out rumours of Europe and the New world.
It shouldn't be about "killing off expeditions", but shaping the strategies of the players to make a rewarding game, where they get rewarded for adapting to new situations.

23
Traditional Roguelikes (Turn Based) / Re: Expedition v0.1.7 released!
« on: July 24, 2010, 07:35:18 AM »
Most of the Colonization game is basically from a "gringo" perspective, or rather an imperialist western headset, and mostly based on historical events as seen from a Northern American WASP/colonial descendant. For example no mention of the slave trade, though there are "indentured servants".
I think with your South American cultural and historical perspective you could offer something unique, interesting, informative and fun, rather than the usual "Veni Vici Vidi" attitude.
It would also be great if it would be possible to pursue "alternative timelines", maybe a pan southern american Bolivian empire that never was. Or maybe the natives never suffered the "small pox epidemic" and could fight off Cortez and the spanish conquerers. etc etc

24
Traditional Roguelikes (Turn Based) / Re: Expedition v0.1.7 released!
« on: July 23, 2010, 04:12:46 PM »
.... This reminds me a lot of civilization. If others could see that I think this game has the potential for a wide audience....

It looks more like "Colonisation" (the Sid Meier's original one) than Civilisation imho.

25
A quick and consumable experience, very nice being able to play it in the browser...

Found too many items just scattered about, which puts me off! Less is more imho.

Nice for a text display, a graphical option/tileset would be nice.

Would be nice to see the browsergame ditch the predictable fantasy genre and go for something different.

But I can appreciate the faithfulness to the Rogue genre. Very well done.

26
Early Dev / MYRPG - Caves of Adventure - Beta 1
« on: June 30, 2010, 07:05:29 PM »
Here it is.

http://www.onemananimation.com/myrpg/index.html

Comments, suggestion and feedback, greatly appreciated.
Thankyou.

27
Early Dev / Re: My RPG (Rogue Playing Game)
« on: June 07, 2010, 01:08:15 PM »
Beta release in the next month or so...
Webite/download soon...






28
As another newbie to this forum, let me be the first to welcome you. :D

29
Early Dev / Re: My RPG (Rogue Playing Game)
« on: March 08, 2010, 04:00:52 PM »
Thanks for the great comments, it certainly given me a boost to get on and get a Beta release done ASAP so that you can actually play the game, and get a feel for it....

30
Early Dev / Re: My RPG (Rogue Playing Game)
« on: February 25, 2010, 07:33:42 AM »
At the moment, the three floor tiles, the two beige ones, and the grey one are "borrowed", and
due to be replaced (there might be a couple of other "placeholder" graphics like the pillars as well). The rest of the graphics I did myself in GIMP.

The premise, is you go in exploring an abandoned mine, near where your family/tribe is founding a new settlement after an long sea voyage, escaping some unknown repression.

The mine entrance collapses behind you when you enter, and so you have to explore and survive, and maybe make it out with some treasure.
Depending on how you do, when you escape you will be presented with a generated story about what happened to you afterwards. From beggar to becoming the chieftan, dead from consumption, or living a long life with many offspring, it will depend on how you play.
The main thing is to create a fun top down rogue game, with the emphasis on strategy, rather than hack and slash. For example everyturn you get a number of movement points, rather than being a move-a-tile-turn, or single action.
I suppose you could say the game is a cross between Rogue and LaserSquad in gameplay.

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