Author Topic: Rogue Conquest of the World  (Read 17588 times)

Rook

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Rogue Conquest of the World
« on: March 14, 2008, 03:52:48 AM »
Just had an idea, but I havent coded in the better part of a decade. Would like some help on where to get started.

Essentially, I want to build a roguelike in which the player character is not the only coaligned mob. Inspirations for this are: Inindo/Romance of the Three Kingdoms(SNES), Risk(Board Game), and Project Assault(Mud).

Think of factions in a risk game against eachother on the overland map, and the PC has the opportunity to directly intercede in these battles. As well, a high score with factions will allow you greater control over their actions. Items/abilities may have non-tactical map effects- I.e., the ability to fight in battles in adjacent territories.

Problems that I see are the potentiality for grind, and the prohibitive AI. I guess stupid AI would be ok at first, and a strong sense of building in the skill/equip system might offset the grind. Possibly an option to avoid the overland strategic component, if you so choose.

This idea is just that, it's possible that nothing may come of it.