Author Topic: 24 Hours in the Mutant Arena - a one day roguelike!  (Read 8099 times)

dscreamer

  • Rogueliker
  • ***
  • Posts: 65
  • Karma: +0/-0
    • View Profile
24 Hours in the Mutant Arena - a one day roguelike!
« on: February 05, 2014, 05:29:30 PM »
Hey, everybody. This is a 24HRL that I finished yesterday, inspired by a discussion I had with magikmw about position-/movement-based combat. I thought you all might appreciate the concept: It's an arcade-style roguelike with randomized attacks based on cardinal/diagonal/knight's move/far cardinal/far diagonal positioning.

Here's the download: https://bitbucket.org/derrickcreamer/forays-into-norrendrin/downloads/24HoursIntheMutantArena.zip

And, if you're curious but not convinced yet, here's the readme, which describes the gameplay in more detail: https://pastee.org/95vy8

I'm happy with the result - it illustrates the possibilities of an entirely movement-based combat system, and it's even fun once you get into it. Let me know what you think. Thanks!
« Last Edit: March 02, 2014, 07:56:40 PM by dscreamer »

Quendus

  • Rogueliker
  • ***
  • Posts: 447
  • Karma: +0/-0
  • $@ \in \{1,W\} \times \{1,H\}$
    • View Profile
    • Klein Roguelikes
Re: 24 Hours in the Mutant Arena - a one day roguelike!
« Reply #1 on: February 05, 2014, 06:45:04 PM »
This is really cool.

There's no wave counter in-game, but the wave number is equal to the number of different enemies. My record is 19 waves.

miki151

  • Rogueliker
  • ***
  • Posts: 264
  • Karma: +0/-0
    • View Profile
Re: 24 Hours in the Mutant Arena - a one day roguelike!
« Reply #2 on: February 05, 2014, 09:34:26 PM »
Good job! Does the AI do anything other than trying to execute its move? It works surprisingly well. I'd love to see the concept implemented in a full-blown roguelike :)
KeeperRL, Dungeon Keeper in roguelike style:
http://keeperrl.com

dscreamer

  • Rogueliker
  • ***
  • Posts: 65
  • Karma: +0/-0
    • View Profile
Re: 24 Hours in the Mutant Arena - a one day roguelike!
« Reply #3 on: February 06, 2014, 12:42:38 AM »
Good job! Does the AI do anything other than trying to execute its move? It works surprisingly well. I'd love to see the concept implemented in a full-blown roguelike :)

Thanks!

No, the AI doesn't try to avoid your attacks or anything else fancy. Each enemy type updates a Dijkstra map each turn that leads to all valid attack positions for its attacks, and then they simply roll downhill on that map if they aren't already in position to attack.

Vanguard

  • Rogueliker
  • ***
  • Posts: 1112
  • Karma: +0/-0
    • View Profile
Re: 24 Hours in the Mutant Arena - a one day roguelike!
« Reply #4 on: February 06, 2014, 04:23:34 AM »
This is clever!  I like it!

Vanguard

  • Rogueliker
  • ***
  • Posts: 1112
  • Karma: +0/-0
    • View Profile
Re: 24 Hours in the Mutant Arena - a one day roguelike!
« Reply #5 on: February 06, 2014, 06:58:08 AM »
+ The game uses randomness to create genuinely distinct player and enemy characters.
+ Enemies create different threats in different combinations

- Calculating every possibility is optimal play.

Attacks' setup positions are vastly more important than their finisher positions.  Also, one time my dude learned two copies of the same move.

I'm especially impressed that you managed to make different enemy types unique independent of their health and attack values.  Most developers have a hard time doing that with static content.