Author Topic: mmorl  (Read 38616 times)

zenkalia

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Re: mmorl
« Reply #15 on: October 29, 2009, 03:15:51 AM »
- a self-creating world, at the I'd like my monsters to be unique rather than a set of slowly increasing numbers.  The initial code for monsters is going down tonight, probably won't be fully flushed out for a while yet.  Anyways, I'd like to hear what monsters you want to see in a roguelike.  The more unique, the better (the more unique AND easiest to code, the best).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

My thoughts are most aligned with this strategy.  I'm thinking of having a number of dungeons that are self-generating when a player gets to a new level (though, to be honest, there's no way that you as the player know if a level is generated one at a time or all in one group).  I'm thinking that dungeons will be cycled out and re-generated every so often.  Maybe give bonuses to people who are the first ones to get to a certain depth after it's generated?  

real reason for post:  GIVE ME SUBMISSIONS FOR MONSTERS.

I'd like to have monsters that are unique in some way.  Things that I liked in the past were:
  • g - gridbug - he only moved on the grid!  how cute!
  • K - knight - similarly cute, he moved in knight moves! (not very strong in hallways)
  • O - orc - he liked money, so he would stand on it and not fight you unless you hit him first
  • A - aquator - HE HURT YOUR ARMOR.
  • s - snake - lowers your strength with his poison

I'd like my monsters to be unique rather than a set of slowly increasing numbers.  The initial code for monsters is going down tonight, probably won't be fully flushed out for a little while.  Anyways, I'd like to hear what monsters you want to see in a roguelike.  The more unique, the better (the more unique AND easiest to code, the best).

Oh and there are now comments on the dev blag.  Peace.

Numeron

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Re: mmorl
« Reply #16 on: October 29, 2009, 04:41:30 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 :)

Rya.Reisender

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Re: mmorl
« Reply #17 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.

purestrain

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Re: mmorl
« Reply #18 on: October 29, 2009, 11:24:37 AM »
I think that sucks... whats the reason a knight should move so? because his brain is damaged? same goes for "gridbugs" too.

getter77

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Re: mmorl
« Reply #19 on: October 29, 2009, 12:24:43 PM »
I would strongly recommend studying up on the Fushigi Dungeon game series for notions on monster types as such "significant variety" tends to largely be the core of the Shiren games if not the lot of them.
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Rya.Reisender

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Re: mmorl
« Reply #20 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".
« Last Edit: October 30, 2009, 10:13:23 AM by Rya.Reisender »

getter77

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Re: mmorl
« Reply #21 on: October 29, 2009, 03:59:12 PM »
Shiren the Wanderer is perfect in itself. But just copying the monster ideas from there, would just make me thing "My not just play Shiren instead".

Key word is "notions"---not necessarily C+P'ing the Shiren Bestiary but getting inside the mindset that led to them and then applying THAT to the MMORL's denizens would strike me as the way to go.
Brian Emre Jeffears
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zenkalia

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Re: mmorl
« Reply #22 on: November 02, 2009, 05:51:56 AM »
I would strongly recommend studying up on the Fushigi Dungeon game series for notions on monster types as such "significant variety" tends to largely be the core of the Shiren games if not the lot of them.

It's funny that you bring up Shiren since I noted Shiren and Rogue as great examples of games that had unique enemies on my dev blag (mmorl.tumblr.com).  I respect the hell out of these two games and will be incredibly happy if I can have that same level of personality in my monsters.

Anyways.  Monsters are coming along.  I think that I've decided to eventually have increasing difficulty levels in my game (similar to Diablo) because I'm afraid of the game being too easy in a multiplayer setting (item trading abuses, for example).  After putting in polling, the game has taken a huge step towards being playable.  There are five mysql queries in each poll, which I think is pretty reasonable.  I hope this thing scales.

I'd still love to hear what enemies you'd like to see in a roguelike!

Etinarg

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Re: mmorl
« Reply #23 on: November 02, 2009, 08:55:05 AM »
.. difficulty levels in my game (similar to Diablo) because I'm afraid of the game being too easy in a multiplayer setting (item trading abuses, for example).

Give items minimum character levels as requirement (or min str, dex ...) like Diablo II did, and you can solve a lot of the item trading issues. Diablo's real issue is item duping :/

Darren Grey

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Re: mmorl
« Reply #24 on: November 09, 2009, 01:36:13 AM »
Anyone interested in online roguelikes should try out TwilightMMO.  It has many things right and many things wrong, and a lot can be learned from playing it.