Author Topic: Plans for the new year  (Read 37952 times)

Slash

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Plans for the new year
« on: January 06, 2008, 07:53:06 PM »
Post your roguedev plans for the '08!

Those are mine

MetroidRL
I will work on version 0.8 after myBuddy is on test; it will be released by February, if all goes well, all that is going into it has been discussed here

Guardian Angel
This will be the year of Guardian Angel, I am putting all my energies back on it after MetroidRL 0.8 is released

CastlevaniaRL
There is already a big and growing list of RFEs and BRs... I will find a space to work them out by March and thus release CvRL 1.3

Robson

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Re: Plans for the new year
« Reply #1 on: January 06, 2008, 10:40:45 PM »
Happy 2008!

Here's my plans:

Saffron
Continue progressing towards 1.0, which shouldn't take long because there's not much left to do. Once I reach 1.0 the engine side of it will be done, so I can concentrate on writing missions.

Other Stuff
Seeing if I can write a portals feature (like the game) in a roguelike way.
The seven day roguelike contest.
Coming up with ridicolously ambitious ideas for roguelikes.
Coding little bits of bigger things, like map generators.

Krice

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Re: Plans for the new year
« Reply #2 on: January 08, 2008, 10:47:24 AM »
I have a plan to release a demo version of Kaduria during this year.

stu

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Re: Plans for the new year
« Reply #3 on: January 09, 2008, 05:46:23 PM »
CNC
Some new releases of Cracks and Crevices (working on 0.4 right now, its a lot more fun to play...)

Fishguts
Get my traditional CRPG out the door on the GP2X and PSP (Things are looking good. working on a version of the ssi 'goldbox' combat engine now, which is the last big coding part the game needs.)


--/\-[ Stu ]-/\--

corremn

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Re: Plans for the new year
« Reply #4 on: January 14, 2008, 09:14:07 AM »
Hmm ok,

SewerJacks 1.00 or at least .9 :)

Complete rewrite of Warlocks Mountain. I have been coming up with new mechanics and ideas for a year now, it is time to put them into code.

Tactical squad-based space-marine rl, possibly initially for a 7drl.
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

Gamer_2k4

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Re: Plans for the new year
« Reply #5 on: January 14, 2008, 06:35:55 PM »
I'm really hoping to hit version 0.8 of my game by the end of this year.  By that time it will have the following:

(v0.1 was when I worked on the maps and all that; v0.2 began when the work done during 0.1 was completed)
v0.2 Maps and dungeon structure, LOS
v0.3 Items, inventory and equipment
v0.4 Monsters and melee combat       <- here right now
v0.5 Quests, complex NPC interaction
v0.6 Extensive skills and minor gameplay enhancements
v0.7 Town, special levels, and shops
v0.8 Spells, potions, scrolls, magical items
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Altefcat

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Re: Plans for the new year
« Reply #6 on: January 14, 2008, 06:52:42 PM »
My plans for 2008 are very simple :

1) enjoy coding my roguelike
2) release something
3) have no plan ! (each time I try to plan what to do next, I manage to do something else...)

Anvilfolk

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Re: Plans for the new year
« Reply #7 on: January 14, 2008, 06:56:40 PM »
Tactical squad-based space-marine rl, possibly initially for a 7drl.

That would be the total awesomeness of DOOM! Careful with the interface though, it can't be too complicated! Hard enough for one guy, let alone a squad!
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corremn

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Re: Plans for the new year
« Reply #8 on: January 14, 2008, 11:34:57 PM »
Tactical squad-based space-marine rl, possibly initially for a 7drl.

That would be the total awesomeness of DOOM! Careful with the interface though, it can't be too complicated! Hard enough for one guy, let alone a squad!

I have big plans for this one, the interface will be the key though.  Maybe try to implement a star-craft interface for allied units?
« Last Edit: January 15, 2008, 03:04:58 AM by corremn »
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

Adral

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Re: Plans for the new year
« Reply #9 on: January 15, 2008, 12:02:48 AM »
Tactical squad-based space-marine rl, possibly initially for a 7drl.

This has the potential of being an instant win. I really hope you can develop this (and I'd really appreciate if it had Linux support! ;)

Go code, for the Emperor! :P
On the wings of the storm.

Gamer_2k4

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Re: Plans for the new year
« Reply #10 on: January 15, 2008, 03:21:40 AM »
Tactical squad-based space-marine rl, possibly initially for a 7drl.

And how would this me a roguelike?  Would there be random levels or what?

Also, as a rule, group roguelikes tend to not be very fun...there's too much to keep track of.
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corremn

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Re: Plans for the new year
« Reply #11 on: January 15, 2008, 04:02:10 AM »
Tactical squad-based space-marine rl, possibly initially for a 7drl.

And how would this me a roguelike?  Would there be random levels or what?

Also, as a rule, group roguelikes tend to not be very fun...there's too much to keep track of.

You would play the main character the same as any roguelike but have the option to order around your allies.  Kind of like sewerjacks except better command system (and much better levels).  Yes and everything is random.  The tactical element is the ally control, i like the idea of setting up ambushes, having bonuses for cover and cross-fire. Etc. 

As for it not being fun it is all in the implemtation. I always like the idea of allowing allies to be computer controlled but player guided.  You give the order and hope it is obayed.

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

Anvilfolk

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Re: Plans for the new year
« Reply #12 on: January 15, 2008, 04:18:04 PM »
That's going to be some hard AI to implement, possibly.

Also, there was this topic about the definition of roguelike, and so much can apply since it is pretty vague. As far as I'm concered, it can have graphics, multiple characters, whatever. Even the main concept can be different (UnrealWorld, for example), but it can still *feel* like a roguelike.

Tactical stuff is the best though. I loved UFO: Enemy Unknown and Terror from the Deep, Incubation and most squad-based games I ever played. The team and combined-efforts needed makes for more intricate options. But yes, without a good interface, it can all go to hell.

I'd definitely not use a roguelike-ish interface, and make use of the mouse, and pop-up menus.
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Slash

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Re: Plans for the new year
« Reply #13 on: January 15, 2008, 06:56:00 PM »
As for it not being fun it is all in the implemtation. I always like the idea of allowing allies to be computer controlled but player guided.  You give the order and hope it is obayed.
Yeah, I have always wanted to do something like that.. also, they may give you orders and you decide if you want to obey :P

I havent seen a good implementation of it.. yet

Krice

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Re: Plans for the new year
« Reply #14 on: January 15, 2008, 09:20:07 PM »
Well then I have a side project, but I try not to talk much about it: