Author Topic: Share your ideas for 7DRL  (Read 55686 times)

TheCreator

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Re: Share your ideas for 7DRL
« Reply #15 on: March 03, 2012, 12:54:58 PM »
This idea is stolen from Every Extend Extra:

No, it's stolen from Warcraft II (although the dwarves in Warcraft II didn't get resurrected :) ).

Quote
This idea is stolen from Onore no Shinzuru Michi wo Yuke:

No, it's stolen from Flood:
http://en.wikipedia.org/wiki/Flood_%28video_game%29
Fame (Untitled) - my game. Everything is a roguelike.

Legend

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Re: Share your ideas for 7DRL
« Reply #16 on: March 03, 2012, 04:28:04 PM »
Something that uses a ring system similar to Jewel Master  http://en.wikipedia.org/wiki/Jewel_Master

You have slots for several rings on each hand and combining different rings on each hand will give different effects. I thinkn this would make an interesting mechanic in a roguelike.

Or a horror/hellraiser themed roguelike with puzzlequest/bejewed like combat/elements. :P

oohara

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Re: Share your ideas for 7DRL
« Reply #17 on: March 03, 2012, 06:55:29 PM »
This idea is stolen from Every Extend Extra:
No, it's stolen from Warcraft II (although the dwarves in Warcraft II didn't get resurrected :) ).
The idea is that you must do self-destruction _right_
to gain enough piety, or you will be left dead.
Of course, you need to do self-destruction more than
once to win the game.

This idea is stolen from Onore no Shinzuru Michi wo Yuke:
No, it's stolen from Flood:
http://en.wikipedia.org/wiki/Flood_%28video_game%29
The ghost in the idea is your pet, not your enemy.

Darren Grey

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Re: Share your ideas for 7DRL
« Reply #18 on: March 04, 2012, 12:26:32 AM »
I think a kamikaze game could work if the game ends on death and you get a score based on how many you killed.  The actual run-up to death would involve grabbing power-ups to improve your explosion and avoiding enemies that would kill you too early.  There's be a focus on trying to get to the right target (a king for instance) or get into a position to cause the most damage.  Could work well with some stealth mechanics.

ejg_dnd

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Re: Share your ideas for 7DRL
« Reply #19 on: March 04, 2012, 03:22:33 PM »
I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game.

What is DROD?

I've come to a similar conclusion myself lately about stats, dodging etc.  Deterministic systems should be the norm in games with permadeath.  Failute should always be from your own mistakes, not the whims of the RNG.  Dice rolls are an inheritance of table top gaming, where there was a specific tension to picking up the dice and rolling them hoping for a specific number.  When a computer does it and you never ever see the calculation then it just feels arbitrary and unfair.  Not fun at all.

Equipment and items are also boring as they take away from the fun of interactive gameplay.  You should spend your time making tactical decisions, not fiddling about in menus.

Anyway, my 7DRL 'Rogue Rage' has nothing to do with economy, and I'm sure as heck not changing my design now  :P  If you want to know all the gritty details I've got them in a spreadsheet (take note of the different tabs):

https://sites.google.com/site/darrenjohngrey/games/roguerage-designdoc.xls

As a simple overview, it's a melee combat game that encourages fighting against groups.  You attack enemies just by standing next to them, with bump-to-hit triggering special attacks.  The exact effects depend upon your stance, and you switch between these freely.  There is no character progression between learning new stances.  You have a Rage meter that increases in battle, and when it hits 100 you get quite immense power for a short amount of time.  Outside of Rage you're much weaker.

I'm hoping it'll be quite fun.  I don't think I've made a game yet where many people have actually found the gameplay fun, though I've been praised for other things.

I am going to have to disagree with you on some of these points.
1. Equipment, if done wrong, can take away from the game, as you fiddle about in menus.  But if done right, equipment actually presents tactical decisions.  Such as whether it is better to wear item x or y, which items to have in inventory (with encumbrance or limited slots), which items to improve (such as with Brogue)...
2. I disagree that deterministic systems should necessarily be the norm in games with permadeath.  Its more of a question of how you want the game to feel.   Random rolling, if done right, adds tension and excitement, as gameplay contains an element of luck.  There is the issue of having deaths seem "unfair", but if the game is designed right, these instances don't happen often.  Determinism gives it a "chess-like" feel.

guest509

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Re: Share your ideas for 7DRL
« Reply #20 on: March 04, 2012, 04:44:01 PM »
I think a kamikaze game could work if the game ends on death and you get a score based on how many you killed.  The actual run-up to death would involve grabbing power-ups to improve your explosion and avoiding enemies that would kill you too early.  There's be a focus on trying to get to the right target (a king for instance) or get into a position to cause the most damage.  Could work well with some stealth mechanics.

  I dig it. That idea shows real promise. Perhaps the game ends when you kill less enemies then the time before. Like your god keeps demanding more sacrifices in order to resurrect you. Added wrinkles could be that your explosiveness can lower over time depending on how much 'juice' or whatever you have in your system. And jugs of such juice can be placed as secondary explosives or drank to increase explosiveness for a time. Destructible terrain would add another wrinkle...

  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.

AgingMinotaur

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Re: Share your ideas for 7DRL
« Reply #21 on: March 04, 2012, 07:34:52 PM »
I think a kamikaze game could work if the game ends on death and you get a score based on how many you killed.

  I dig it. That idea shows real promise. Perhaps the game ends when you kill less enemies then the time before.
Or you don't get resurrected at all. You get a single score for each dwarf, and start afresh in a new map every time you die. Alternatively, you could play a team of, say, 3 dwarfs who run in succession. This could allow strategies like sacrificing one guy (~gambit) to prepare a good position for the next in line.

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ejg_dnd

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Re: Share your ideas for 7DRL
« Reply #22 on: March 04, 2012, 07:58:17 PM »
  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.

Same here ;).

corremn

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Re: Share your ideas for 7DRL
« Reply #23 on: March 05, 2012, 10:01:05 AM »
  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.

Same here ;).

I think it is very common to be undecided until a few days before.
Generally I dont really know what my game will be until I finish it. Generally my 7drl games tend to evolve in to a final state, I never really know what I am going to produce.
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

Krice

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Re: Share your ideas for 7DRL
« Reply #24 on: March 05, 2012, 01:13:59 PM »
Darn me if I can't find it now, but it was a working game where you played a shopkeeper next to a dungeon, and heroes would come and sell their items and you would also sell items to them

That's more like Dungeon Keeper -style idea, my idea is more like Expedition where you go to some distant place to get stuff.

guest509

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Re: Share your ideas for 7DRL
« Reply #25 on: March 05, 2012, 03:32:35 PM »
  I've pretty much just decided on what i want my controls to be. And my theme. I've got a good title in mind as well. SUN CRUSHER. The rest is in flux.

  My interface will be:
   WASD or Arrows to move the active character.
   Left click to select or inspect something.
   Right click to use what ever is selected.

  I am looking to make a fast and smooth system. With no menus.

  My working title is SUN CRUSHER with a sci fi theme. After playing a bit of Prime I might try for a Space Hulk style station romp where your squad attempts to deactivate the Sun Crusher. Or I might go for a space ship survival game where you fly around looking for the lost Sun Crusher device trying to conserve on fuel and torpedoes.

  Were I a stud I could make the game be 'both' of those at once. Where you fly around and assault space stations looking for pieces of the Sun Crusher. You know, like the 'core torpedo', the 'singularity matrix' and the 'black hole shard'...find them all and win the game....but that is too ambitious I think.

Snargleplax

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Re: Share your ideas for 7DRL
« Reply #26 on: March 05, 2012, 07:14:59 PM »
Idea #1: Rogue Like Hell (or, "Roguelike your Life Depended on It").
The dungeon is dark.  The monsters are deadly.  WAY TOO DEADLY.  You are not a hero.  You're a lost fool with a scant few tricks, running for your life amid the horrors, hoping to find the light.  You have no aspirations of glory.  The day is too dark, the monsters too vicious.  You might, might slay a scant few of them in desparation, but clearing dungeon levels is out of the question.  Your tools are more focused on stealth and tactical manipulation (shoving enemies, tripping them, short-range teleport of self and others, closing and locking doors behind you, etc.).  Basically, you spend the entire game on the run from overwhelming forces at your heels, trying to eke out just enough advantage to stay ahead of the hordes of darkness.

Idea #2: Dungeon Sabateur
This idea is based on an old DOS game I played back in the day, called Pyro 2.  It consisted of randomly-generated levels representing floors in buildings you were supposed to destroy.  Scattered around each level were various gas canisters, which would start spreading out as you walked past them.  The player trailed a lit fuse behind, and you had to try to set off as big a fire as possible without burning yourself alive.  The original game certainly had important roguelike aspects -- random level generation and permadeath -- but I think there's room for a re-exploration of these ideas in fun new destructive ways (molotov cocktails, anyone?).

corremn

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Re: Share your ideas for 7DRL
« Reply #27 on: March 05, 2012, 11:22:52 PM »
Idea #1: Rogue Like Hell (or, "Roguelike your Life Depended on It").
The dungeon is dark.  The monsters are deadly.  WAY TOO DEADLY.  You are not a hero.  You're a lost fool with a scant few tricks, running for your life amid the horrors, hoping to find the light.  You have no aspirations of glory.  The day is too dark, the monsters too vicious.  You might, might slay a scant few of them in desparation, but clearing dungeon levels is out of the question.  Your tools are more focused on stealth and tactical manipulation (shoving enemies, tripping them, short-range teleport of self and others, closing and locking doors behind you, etc.).  Basically, you spend the entire game on the run from overwhelming forces at your heels, trying to eke out just enough advantage to stay ahead of the hordes of darkness.

If you add in other non-hero people also running away from the deadly horde, you can always trip them up, push them into the oncoming horde or shoot them in the leg so they get eaten and you escape :) Now that's what I want to see in a roguelike - The Walking Dead the roguelike.  Where you play to survive as a regular person, where you will do anything to survive :)

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

Krice

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Re: Share your ideas for 7DRL
« Reply #28 on: March 08, 2012, 08:05:41 AM »
Actually got a great idea for 7DRL and it happens to be 7DRL time. Don't know if this has been implemented, but I have not seen it done.

requerent

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Re: Share your ideas for 7DRL
« Reply #29 on: March 08, 2012, 12:37:49 PM »
I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game.

What is DROD?

I've come to a similar conclusion myself lately about stats, dodging etc.  Deterministic systems should be the norm in games with permadeath.  Failute should always be from your own mistakes, not the whims of the RNG.  Dice rolls are an inheritance of table top gaming, where there was a specific tension to picking up the dice and rolling them hoping for a specific number.  When a computer does it and you never ever see the calculation then it just feels arbitrary and unfair.  Not fun at all.

Equipment and items are also boring as they take away from the fun of interactive gameplay.  You should spend your time making tactical decisions, not fiddling about in menus.

Anyway, my 7DRL 'Rogue Rage' has nothing to do with economy, and I'm sure as heck not changing my design now  :P  If you want to know all the gritty details I've got them in a spreadsheet (take note of the different tabs):

https://sites.google.com/site/darrenjohngrey/games/roguerage-designdoc.xls

As a simple overview, it's a melee combat game that encourages fighting against groups.  You attack enemies just by standing next to them, with bump-to-hit triggering special attacks.  The exact effects depend upon your stance, and you switch between these freely.  There is no character progression between learning new stances.  You have a Rage meter that increases in battle, and when it hits 100 you get quite immense power for a short amount of time.  Outside of Rage you're much weaker.

I'm hoping it'll be quite fun.  I don't think I've made a game yet where many people have actually found the gameplay fun, though I've been praised for other things.

I am going to have to disagree with you on some of these points.
1. Equipment, if done wrong, can take away from the game, as you fiddle about in menus.  But if done right, equipment actually presents tactical decisions.  Such as whether it is better to wear item x or y, which items to have in inventory (with encumbrance or limited slots), which items to improve (such as with Brogue)...
2. I disagree that deterministic systems should necessarily be the norm in games with permadeath.  Its more of a question of how you want the game to feel.   Random rolling, if done right, adds tension and excitement, as gameplay contains an element of luck.  There is the issue of having deaths seem "unfair", but if the game is designed right, these instances don't happen often.  Determinism gives it a "chess-like" feel.

The healthy combination is to have a deterministic system with some form of fog of war. Card games that involve teams and the entire deck are a good example. All cards are known and known to be out, but their locations are hidden. Despite this degree of randomness, winning and losing depends very little on it (depending on the game of course- the skill fact in each of these games can be explicitly measured).