Author Topic: Advice on Making a Roguelike  (Read 14836 times)

RaustBD

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Advice on Making a Roguelike
« on: October 26, 2010, 11:49:46 PM »
Hey, I decided recently that I want to make a roguelike. I personally think it's one of the best game genres ever, even with the obscene difficulty, confusing layout, and perma-death.

I'm gonna develop it in C++.

The game won't have a level-up system. Instead, your character will rely exclusively on an ever-growing arsenal of "functions", abilities with a variety of uses that you customize yourself using "components" collected from various enemies.

There won't be any perma-death, but there will be only one save point in the middle of a massive map, so you still stand to lose a lot of data at any given time.

Can anybody give me any advice on how I should go about the process, any general tips, etc?

linux_junkie

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Re: Advice on Making a Roguelike
« Reply #1 on: October 27, 2010, 02:15:10 AM »
I'd take a look at http://roguebasin.roguelikedevelopment.org/index.php?title=How_to_Write_a_Roguelike_in_15_Steps if I were you.  It's a great starter guide.

RaustBD

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Re: Advice on Making a Roguelike
« Reply #2 on: October 27, 2010, 02:19:56 AM »
Thanks!

Oh, also, since the character doesn't level up, how do you recommend I scale damage enemies do? Should HP at least level up?

Krice

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Re: Advice on Making a Roguelike
« Reply #3 on: October 27, 2010, 08:31:15 AM »
Oh, also, since the character doesn't level up, how do you recommend I scale damage enemies do? Should HP at least level up?

Why do you want to scale the damage?

Skeletor

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Re: Advice on Making a Roguelike
« Reply #4 on: October 27, 2010, 12:52:40 PM »
Oh, also, since the character doesn't level up, how do you recommend I scale damage enemies do? Should HP at least level up?

Via skills, attitudes, equipment.. e.g.:
- dodging
- parrying (with weapons)
- blocking (with shield)
- armor skill
- wearing better protective stuff (rings, armors, etc)
- magic (for healing, protection and resistance purposes),
- bodybuilding skill (somewhat increase hps)
- first aid skill
- berserk skill

And so on.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

RaustBD

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Re: Advice on Making a Roguelike
« Reply #5 on: October 27, 2010, 01:10:14 PM »
Oh, also, since the character doesn't level up, how do you recommend I scale damage enemies do? Should HP at least level up?

Via skills, attitudes, equipment.. e.g.:
- dodging
- parrying (with weapons)
- blocking (with shield)
- armor skill
- wearing better protective stuff (rings, armors, etc)
- magic (for healing, protection and resistance purposes),
- bodybuilding skill (somewhat increase hps)
- first aid skill
- berserk skill

And so on.

There isn't any equipment or anything.

The only things you get better at are skills, activated by the number keys 1-0.

Skeletor

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Re: Advice on Making a Roguelike
« Reply #6 on: October 27, 2010, 01:21:29 PM »
So the player is like a alien life form? a robot?
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

RaustBD

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Re: Advice on Making a Roguelike
« Reply #7 on: October 27, 2010, 01:50:59 PM »
No, the nature of the main character and the world he lives in are never fully explained.

RaustBD

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Re: Advice on Making a Roguelike
« Reply #8 on: October 27, 2010, 02:51:28 PM »
Oh, another question...

The elements in the game don't have type advantages, but rather have special effects, like status conditions or the like.

One of the elements is called Phantom, and it makes attacks unobstructed by walls, and allows them to actually target enemies that are inside of walls.

It recently occurred to me that this would conflict with any LOS system. The screen is going to be large enough to allow for sniping functions, but seeing through walls and seeing IN walls wouldn't work if I have any system of LOS.

One idea I have is that there would be another element that does no damage, but briefly makes walls see-through, like an x-ray or something. Does that sound good? does anybody have a better suggestion?

Fenrir

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Re: Advice on Making a Roguelike
« Reply #9 on: October 27, 2010, 06:02:30 PM »
I can't help much with that question, but, as far as advice goes, I recommend you read these posts by linux_junkie and Bear, who went beyond generosity to answer my questions with a lengthy explanation and example of their design and development process. This information should be put on roguebasin, and it's far more useful than that "15 steps" thing.

Read them.

Off the top of my head, Mercurial, Microsoft Visual Studio C++ 2010 Express, and The Doryen Library might be of use to you.

...even with the obscene difficulty, confusing layout...
Fenrir narrows his eyes at RaustBD and purses his lupine lips.

RaustBD

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Re: Advice on Making a Roguelike
« Reply #10 on: October 27, 2010, 06:13:02 PM »
thanks, that's a huge help!

Darren Grey

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Re: Advice on Making a Roguelike
« Reply #11 on: October 27, 2010, 06:16:27 PM »
One of the elements is called Phantom, and it makes attacks unobstructed by walls, and allows them to actually target enemies that are inside of walls.

Simple - add an exception in your LOS procedure that check for the Phantom element before stopping at a wall.  An alternative is to have two wholly separate LOS functions (which would mostly be copy-pastes of each other) and to switch between the two depending on whether or not the element is activated.

corremn

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Re: Advice on Making a Roguelike
« Reply #12 on: October 27, 2010, 11:51:29 PM »
One of the elements is called Phantom, and it makes attacks unobstructed by walls, and allows them to actually target enemies that are inside of walls.

Simple - add an exception in your LOS procedure that check for the Phantom element before stopping at a wall.  An alternative is to have two wholly separate LOS functions (which would mostly be copy-pastes of each other) and to switch between the two depending on whether or not the element is activated.

Just create a simple roguelike first without adding this complex stuff. (keep it in your mind as you go though)
Unless you are a programming genius (you may well be for all I know) don't bog yourself down with fantastic game play ideas until you have a basic working game.  Nearly every new roguelike developer thinks they can accomplish any idea they come up with before they start coding, in reality this is usually never the case.  Hell I was one of them.  If I had the knowledge and experience that I have now when I started I may of accomplished great things, but I didn't.  ;) <insert other comments about "back in my day" and "kids now-a-days have it easy", etc...>

Ok enough crapping on from me, get coding...


corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

RaustBD

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Re: Advice on Making a Roguelike
« Reply #13 on: October 28, 2010, 12:17:34 AM »
One of the elements is called Phantom, and it makes attacks unobstructed by walls, and allows them to actually target enemies that are inside of walls.

Simple - add an exception in your LOS procedure that check for the Phantom element before stopping at a wall.  An alternative is to have two wholly separate LOS functions (which would mostly be copy-pastes of each other) and to switch between the two depending on whether or not the element is activated.

Just create a simple roguelike first without adding this complex stuff. (keep it in your mind as you go though)
Unless you are a programming genius (you may well be for all I know) don't bog yourself down with fantastic game play ideas until you have a basic working game.  Nearly every new roguelike developer thinks they can accomplish any idea they come up with before they start coding, in reality this is usually never the case.  Hell I was one of them.  If I had the knowledge and experience that I have now when I started I may of accomplished great things, but I didn't.  ;) <insert other comments about "back in my day" and "kids now-a-days have it easy", etc...>

Ok enough crapping on from me, get coding...




Thanks for the advice. My roguelike is actually going to be fairly simple compared to others, no food requirements, deities, or even equipment. But yeah, I shouldn't get bogged down with too complicated stuff.