Author Topic: Serial Killer Roguelike  (Read 97378 times)

kulik

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Re: Serial Killer Roguelike
« Reply #30 on: August 26, 2010, 10:00:00 PM »
Glad you liked them.  :)
Some more random ideas:
-we should be able to cut phone and electrical wires (for single houses or whole blocks)
-a used way to overcome alarm is to activate it couple of times so the housekeeper switches it off or lowers its senzitivity
-poisons, sleeping pills, chlorophorm
-ability to take someone as living shield
-door chains (to make things harder)

Some of the most cunning killers were a great manipulators, so this is my idea of how this could work:
I think it would be great if instead of some kind dialogue, the success you score on the manipulation check, would determine some kind of "manipulation points". Now you can spend these point for instance to:
-control his movement
-control his actions (interaction with objects, aces to inventory, interaction with humans)
-change his status (like policeman from alerted to calm or victim from nervous to relaxed)
-change his relationship (like from stranger to friend from friend to buddy) ...now the better relation the easier the manipulation- its easier to make your buddy to give you his keys

Now different thing would cost various amount of points. Manipulating him to move him to kitchen would sure cost less points than lend you some money or switch of the alarm. But if you a good manipulator and you score high suces giving you lots of points, you could for instance manipulate a person to go to other person and try to manipulate her and such kind of crazy combinations. (like trying to manipulate bodyguard to manipulate his boss)
The thing is, we don't have to hear the dialogue, it would lead to restrictions, same as graphics in roguelikes we can imagine the dialogs.

...of course there should be limits like once you manipulate somebody you should give him some time before trying to manipulate him more, or at cost of higher manipulation difficulty.

Model situation:
-You knock on Mark Thompson's door.
-He comes to door =>You manipulate him but use all the points for removing the inside chain from the door, since this is a very point expensive action you dont have points to do anything else.  
-Manipulate again=> You control Mark to go to kitchen while you enter the hall and steel garage door keys.
 
  

tarsier

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Re: Serial Killer Roguelike
« Reply #31 on: August 26, 2010, 11:38:36 PM »
Created an account just to display my interest in this project.

The manipulation idea is very cool, and charisma and attractiveness are already implemented - female serial killers (esp. attractive ones) could have bonus manipulation against heterosexual males... and to a lesser degree male killers on female victims.
Also let's say you knock on someone's door, they will be less suspicious (easier to manipulate) than if they are angry at you since you broke in (very hard to manipulate.) If you can somehow intimidate them and make them afraid, they might be easy to manipulate again.
Anyways, you've got to be a damned smooth salesman to persuade someone to take off the door chain AND walk into the kitchen - I don't care how many manipulation points you have.
Oh, and, harder to manipulate folks if they are "peaceful" (not angry or afraid) at night - ie people are less suspicious about opening their doors to girls selling cookies at noon than at midnight.

(Bonus manipulation points if you come across religiously susceptible folks who will listen to you wax about the good news at their door? :p  )

Anyways, I don't know how open you are to us barging in and throwing at you what WE want to see in YOUR game... if you don't like this I understand completely and we can all back off.
« Last Edit: August 27, 2010, 09:37:46 AM by tarsier »

mushroompork

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Re: Serial Killer Roguelike
« Reply #32 on: August 27, 2010, 12:49:49 AM »
Also created an account to show my interest in this project. This looks amazingly unique, and I for one can't wait to play it. Amazing work so far man.

Dakk

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Re: Serial Killer Roguelike
« Reply #33 on: August 27, 2010, 01:03:06 AM »
I'll chime in and say I only created this account to show my apreciation to this. I'm also a bay12 regular :P

This is awesome, I love how the roguelike genre keeps being reinvented in new unique ways, and once in a while we get gems like these. Please don't give up on this, the idea is great and what you've done so far is beautiful, I hope you take the same path the mighty Toady One and the guy who created Rogue Survivor and continue working on this till the very end.

Can't wait for an alpha :o

Wolfmilf

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Re: Serial Killer Roguelike
« Reply #34 on: August 27, 2010, 04:45:54 AM »
Saw this on the Indie Games blog! I almost jizzed by the idea of an roguelike serial killer simulator (says a lot about my psyche).
Then I read that it was inspired by Dwarf Fortress, I went "ZOMGBBQSAUCE", and then I saw the trailer and I shot my load.

I revived my account just to show my appreciation to this. Please, for the love of my self, release a demo in the near future.

Also, I'm glad seeing so many Bay12 people here. I'm a semi-regular lurker on there :)

darksmall

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Re: Serial Killer Roguelike
« Reply #35 on: August 27, 2010, 01:58:57 PM »
Also registered to show my interest. Keep it up!

phantom1992

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Re: Serial Killer Roguelike
« Reply #36 on: August 27, 2010, 02:29:45 PM »
i aswell is guilty of make this account for this...

i just had a funny thought what if you going to murder someone, you use the front door anddddd........ SURPRISE you ran in on a surprise party :P

roguedjack

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Re: Serial Killer Roguelike
« Reply #37 on: August 27, 2010, 02:56:18 PM »
Looking good! 8)

Ken Oh

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Re: Serial Killer Roguelike
« Reply #38 on: August 27, 2010, 05:25:47 PM »
Just my $.02, since I'm already registered here, this is looking tight and I hope to encourage you in making this. The DF-like battle notations are really awesome in this context.

Trisk

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Re: Serial Killer Roguelike
« Reply #39 on: August 27, 2010, 06:27:18 PM »
Ohoh, this is where trouble starts. Speaking from experience letting a million voices into development can really kill project interest. But I'm sure you know how to handle it! That being said, keep up the good work, what you have looks like great fun and I can only see it getting better.

Mutiny

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Re: Serial Killer Roguelike
« Reply #40 on: August 27, 2010, 11:11:00 PM »
Ohoh, this is where trouble starts. Speaking from experience letting a million voices into development can really kill project interest. But I'm sure you know how to handle it! That being said, keep up the good work, what you have looks like great fun and I can only see it getting better.

You're totally right Trisk.  Most of the time when people make suggestions they have no idea how hard some of those things would be to implement.  What they are good for though is providing inspiration of new features that can be implemented.

tarsier

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Re: Serial Killer Roguelike
« Reply #41 on: August 28, 2010, 12:33:51 AM »
Hence,


Anyways, I don't know how open you are to us barging in and throwing at you what WE want to see in YOUR game... if you don't like this I understand completely and we can all back off.


mushroompork

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Re: Serial Killer Roguelike
« Reply #42 on: August 28, 2010, 01:15:00 AM »
I'll be happy with whatever the end result. This game looks completely awesome.

Epsilon

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Re: Serial Killer Roguelike
« Reply #43 on: August 28, 2010, 01:22:18 AM »
This is some of the most original stuff I've seen in a long time.
Glad to hear it's java based, for those of us running alternative OS's :)
« Last Edit: August 28, 2010, 01:29:42 AM by Epsilon »

orator

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Re: Serial Killer Roguelike
« Reply #44 on: August 28, 2010, 02:44:33 AM »
You could join an organized crime faction and take on randomly generated contracts as a hitman, join the police force and take to using excessive force against criminals or simply burglarize homes and shops and sell the items at pawn shops. The end goal is to have an open world crime simulator with gory combat mechanics.

Oh, wow. All the stuff you're talking about sounds amazing, but this in particular. I'd love a hitman/assassin roguelike with the depth you're describing!

Looking forward to it, Crimson! Good luck.
« Last Edit: August 28, 2010, 02:46:32 AM by orator »