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Messages - ido

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16
I thought Diablo 1 had a pretty good solution for this tho - any class can use any weapon, but each gets a significant boost to attack-rate for a specific weapon class (the wizard for staves, the warrior for simple melee weapons like swords and axes, the rogue for bows & crossbows, etc).

So you have a distinct incentive to use your "class appropriate" weapons but if you find an absolutely god-like inappropriate weapon you can still use it with a reasonable penalty, compared to the class it was meant for.

17
I just think that what some people consider to be flaws are actually legitimate design decisions with solid reasons behind them.  I think a back and forth discussion on that kind of thing is more valuable than "well I sure do hate ASCII" or whatever.

Yeah, I think a lot of the discussion here is basically just personal pet-peeves and is of little use for game-design (or development) purposes.

But then again the question was phrased in a very subjective matter, so can't really blame anyone that tells us about their own subjective opinion (useless as it may be objectively speaking).

I think the most we can take of this thread is to identify the most common "pet-peeves", but then again this is just telling you how to make a game the fairly hard-core audience of roguetemple would like (e.g. I'm pretty sure most people don't really care about independent zip-files vs installers).

18
Other Announcements / Re: Roguelike Radio podcast
« on: March 16, 2013, 06:09:23 PM »
Sounds southern to me :)

19
Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: February 23, 2013, 10:40:46 AM »
No, we've took on contract work and depleted all of our savings to try to release this in the next couple of months.

20
Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: February 22, 2013, 10:24:44 PM »
Quote
However not having stats to place kind of defeats the purpose of almost any game.

I don't think you can make such a broad statement, as that really depends on what the purpose of the game is. cardinal quest is closer to the "deal with the hand the RNG dealt you" camp (like e.g. brogue or nethack) than to the "decide which style of play you want by building your own character" that you see in more RPG-ish games like TOME4.

CQ2 is incidentally the other way around and let you advance through skill trees (unique to each class) as you level up, but that is not so much fixing a fault in CQ1 as much as CQ2 having a difference purpose/philosophy and adapting the design accordingly.

21
Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: February 10, 2013, 06:54:43 AM »
 You don't realize the kind of skill disparity I am talking about. They don't miss any chance to strike, it's push into all visible enemies until everything is dead, no retreat, no setbacks, no any kind of damage avoidance.

Even someone playing diablo or torchlight at any level beyond "normal" is far removed from the common player.

22
Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: February 09, 2013, 06:11:03 PM »
Gold was put in for shop-keepers, but I didn't get to implementing them in time.

You can find them in the free demo of Cardinal Quest 2 tho. The final game should be out by April-ish, I hope.

They were supposed to make an appearance in the original after an update, but a chronic case of featurecreepitis has transformed the update into a sequel. At the time of writing it is yet unknown if the ailment was fatal or not.

23
Traditional Roguelikes (Turn-based) / Re: Let's Ascend - Cardinal Quest
« on: February 09, 2013, 06:03:49 PM »
It says something like "fighter is easiest to get started with", not "fighter is the easiest to win the game with".

The rational being, as a fighter you can get quite far just mashing the keyboard and bumping into stuff until it dies. This of course will not win the game but it will get you to a fairly good depth with the fighter. Once you've learned how to play, the thief and wizard are actually easier to win the game with. But since they require you to "play well" they are therefor harder for new players.

Basically anyone who ever played traditional roguelikes before can disregard the char screen suggestion. Most players who come to Cardinal Quest (3/4 of a million have played the free demo) come from games like diablo & torchlight where its almost impossible to lose & the expectations are set in that context.

Also, if you find yourself dying a lot: if you had any potions left when you died your mistake was probably that you didn't use them. Don't hoard potions, use them when in danger.

24
Traditional Roguelikes (Turn-based) / Re: The evolution of Cardinal Quest
« on: November 16, 2012, 03:57:43 PM »
After further discussion and deliberation here are a few more changes, these time additions rather than subtractions:

  • Use a variation of Ulf's IRDC idea: a rotating wheel of values determines the amount of damage the player causes when they attack, with the value stepping every turn (instead of every time the player attacks as in the original idea). Attacks always hit. Need to consider if & how to represent that for the monster attacks.
  • introduce a simple & tight food-clock to prevent people from gaming the damage wheel system. This will simply be an integer value that decrements every turn and that can be replenished by picking up food in the dungeon (used automatically when picked up)

25
Traditional Roguelikes (Turn-based) / Re: The evolution of Cardinal Quest
« on: November 16, 2012, 12:45:08 PM »
Maybe you're thinking of Gauntlet? Although not really d&d it's fantasy-themed.

26
Traditional Roguelikes (Turn-based) / Re: The evolution of Cardinal Quest
« on: November 16, 2012, 12:35:15 PM »
I thought CQ1 was already a pretty streamlined fast paced accessible dungeon crawler

So far so good.

, with aspirations towards being a gateway game into the world of roguelikes.

That's where our paths diverge. I don't really have any "Roguelike Revival" agenda to push, I just want to make games that are good on their own volition.

I'm not sure, I can see the benefit of cutting it even further, unless it's a definitive statement to follow a different design. I suppose you're wanting to fork CQ at an earlier junction from it's current evolution. Perhaps when you've reached a basal distillation of the design, and then layered your beat-em-up mechanics on top, it might be a very entertaining arcade romp.

Exactly, that is the intention as stated in my reply to TeeEmCee.

I just can't help but feel that CQ was going in the right direction for "accessible roguelikes", and this feels like a step away from that. Having said that I am excited to see where Ruari takes CQ2, fleshing out and deepening the experience, but still retaining the accessibility.

Yep, that's pretty much what CQ2 is for - to give pretty much "more of the same" to the many people who asked for it. You can play the demo right now on http://cardinalquest2.com/ and see where it's headed on that trajectory.

-Ido.

27
Traditional Roguelikes (Turn-based) / Re: The evolution of Cardinal Quest
« on: November 16, 2012, 10:36:37 AM »
That could be an interesting experiment, and it all sounds like sensible design. But in addition to removing the RPG/roguelike elements of the game, shouldn't you also add more beat'em up elements as the focus? More terrain, combos, drops, or whatever else?

Yes, at that point I might continue to introduce new elements that support the newly-stated goal of the game. But first I want to trim down all the fat and remove all the cruft and vestigial elements that don't contribute. Once there I can start seeing if & where new elements might fit in.

This is pretty much working from the base assumption that CQ1 is already a pretty good game, but as an arcade dungeon crawl rather than an RPG or a traditional roguelike (like nethack or DCSS). And then seeing how we can focus on the best qualities and refine it further.

Well, you did mention map exploration...

Actually I was aiming at reducing the exploration part (by making the maps smaller and more predictable) as well as bringing them closer into supporting the main resource-management game (your resource being your hp and the very rare and precious opportunities to replenish it) by giving you xp for revealing unseen tiles (remember that "leveling up" here would simply heal you, everything revolves around either conserving your hp or replenishing it).

So you're not working on CQ2 at all?

No that is Ruari's project & 100% his labor for almost a year now.

28
Traditional Roguelikes (Turn-based) / The evolution of Cardinal Quest
« on: November 16, 2012, 08:15:07 AM »
There is no design sub-forum, so I'm posting this here instead. I’ve been doing some soul-searching about the design of Cardinal Quest, my first commercial indie game, released about a year ago.

As you may know there is a Cardinal Quest 2 in the works by my partner Ruari O'Sullivan, who worked with me on the later versions of CQ1. CQ was released early when I ran out of money, and we’ve worked to fix bugs and add unimplemented features in the first few updates during the first few months post-release. At some point (after the torch has been handed over to Ruari, and after the critical bugs have all been fixed), the planned changes became great enough that he has decided to make a sequel instead of incrementally adding to the original game. So many of the additions to CQ2 are actually features I’ve planned for 1 but didn’t have the time to implement in the original.

So far so good...Now lets go back a couple years to the original prototype that CQ eventually emerged from (you can play that old prototype here and the demo of the final game here). At the time I have written a fairly comprehensive design document for the prototype (http://goo.gl/5sYio). The main thing you’ll notice is that it has a lot less content than the final version. Another (more important) difference is that each character class only had a single “special ability” (this was later replaced with the spell system that gives each class a different starting spell and lets you find spells in the dungeon and equip up to 5 of them).

“Old Cardinal Quest” was more removed from RPGs than CQ1 and closer to arcade games like gauntlet or golden-axe (which is the source of the 1 special-ability per class inspiration). It was planned as a game I could complete in a couple of weeks and that would have more or less everything a “real” roguelike/rpg has - items, magic, class, xp, weapons, etc.  As I started taking that prototype into the direction of a commercial game I expanded on it and introduced more elements from traditional RPGs (like the aforementioned spell system). CQ2 then continued in this trajectory and went even further with talent trees that you advance through when leveling up, merchants you can buy stuff from, a lot more options to customize your build via equipment, and of course simply loads more content.

However, I have been thinking lately of a “Cardinal Quest 0” of sorts, that would go more in the direction the old prototype came from, and then maybe even further into arcade beat-em up territory. Starting from the current latest version of CQ1(not 2!) it would include:

  • Removing the inventory screen completely and simply replacing your current gear with new items you find on the level. Instead of destroying the previously equipped items it will leave them on the floor to give you the chance to regret picking up a new item. This will further streamline the already streamlined inventory system of CQ1.
  • Removing multiple spells - you only got 1 equipped spell and walking on a new one leaves the old one on the floor, same as items.
  • Removing the meaningless leveling up - instead of healing you and increasing your HP, “leveling up” only heals you. This would also allow us to get rid of the vitality stat.
  • After removing vitality might as well also merge attack & defense stats into a single “combat” stat
  • Removing the fairly trivial randomized “enchanted” weapons, and probably significantly reducing the amount of stuff you find in the dungeons while we’re at it. Maybe going more in the direction of double dragon, where you don’t really find new weapons very often but it’s always cool & exciting to finally get a new one.
  • Removing all consumables except healing potions. In practice they are rarely used and just add unneeded complexity to the game. While we’re at it lets also remove the lives and just give the player healing potions a bit more often.
  • Some spells will probably be removed too...Some of them are really not that effective, better have few spells that really rock than lots of “OK” ones.
  • This is more of an interface change - remove the “go to next level” key & just make sure the stairways are never placed in corridors & make stepping on them go to the next level immediately.
Added after edit:
  • Probably remove most items that aren't weapons
  • make maps smaller & clearer (e.g. fixed start/end position so you'd know where to go to)
  • recharge spells only for revealing map tiles for the first time? and probably permanently remove fog of war for those tiles.
  • remove the wait key.
  • use a variation of Ulf's IRDC idea: a rotating wheel of values determines the amount of damage the player causes when they attack, with the value stepping every turn (instead of every time the player attacks as in the original idea). Need to consider if & how to represent that for the monster attacks.
  • introduce a simple & tight food-clock to prevent people from gaming the damage wheel system. This will simply be an integer value that decrements every turn and that can be replenished by picking up food in the dungeon (used automatically when picked up).
  • add environmental buffs (trivial example - 1-use fountain of healing).


There are probably more thing I can think of, and most of them would comprise of removing stuff from CQ1...And thereby pushing the game closer to a turn-based beat ‘em up and further from roguelikes and RPGs.

Thinking of arcade games I even considered the option of real-time but decided against it. The fact it's turn based is to allow me to crank up the difficulty all the way up without making it a dexterity challenge. Most of the time you play it like a real time game, only the game stops the moment you stop if you want to consider your current situation for a moment (while also allowing you to define your own rate of play).

I think my main worry at time was that the game will not be taken seriously by hardcore roguelike players due to not being “deep” and full of options like nethack and DCSS. In fact for a long time I made sure to never call it a roguelike (the word was never mentioned on the homepage) in hope that that will prevent such players from complaining that it doesn’t “measure up” as one compared to the old guard, since it was never meant to scratch the same itch (it didn’t, they still complained that “nethack is free & 100000 bigger than this game!!!”).

It took me awhile but I eventually accepted the game for what it is & today would have probably been able to embrace it better than I did at the time, when I was really trying to serve two masters - one being the arcade dungeon crawl and the other a roguelike.

What do you think?

-Ido.

29
Off-topic (Locked) / Re: Burn Out
« on: October 28, 2012, 11:56:46 AM »
Don't worry too much about it. Not every project was meant to be "finished" - some stuff sounds good on paper but if you can't bring yourself to work on it maybe it's not meant to be.

I used to beat myself up for not "finishing" (i.e. working post-7drl week) my 7drls, but I've learned to accept it & to be happy I managed to create something interesting in a week, and keep it at that.

30
Off-topic (Locked) / Re: HOLY CRAP! Red box D&D
« on: October 22, 2012, 12:47:31 PM »
Basic D&D is my favorite as well. The Rule Cyclopedia has been by my side throughout the development of Cardinal Quest and has been my main inspiration for the game:




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