Author Topic: 7DRL Ideas - It's never too soon!  (Read 29107 times)

Vanguard

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Re: 7DRL Ideas - It's never too soon!
« Reply #30 on: September 13, 2013, 01:00:11 PM »
You can't do that!
You have to obfuscate and randomise the consequences of the choices, otherwise it's not a trve FTLlike!

Every game that has multiple choices with randomized results should do it Darklands-style.

In Darklands, you get multiple ways of dealing with basically anything that happens, and in most cases, the final result is a combination of your characters' stats and luck.  What makes Darklands better than other games that do that is Darklands tells you how likely you are to succeed before you make your choice.  So if your character is a weak old man and he tries to scare off some muggers, the game lets you know that it probably won't work.

There's still some degree of uncertainty, but it gives you enough to make informed decisions.

Azathotep

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Re: 7DRL Ideas - It's never too soon!
« Reply #31 on: September 13, 2013, 07:17:11 PM »
Roguebike


Samildanach

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Re: 7DRL Ideas - It's never too soon!
« Reply #32 on: September 13, 2013, 08:10:09 PM »
Gah! My pet peeve in games. Like in Terraria you pretty much HAVE to have a browser open to see what you can build. Lame. And has anyone ever beaten Nethack without spoilers? It's probably happened...
Agreed. I actually enjoy Terraria for the most part but my biggest criticism by far is the lack of transparency. I disapprove of games that don't include vital pieces of information anywhere within them. I'm fine with wiki use being advantageous but it really shouldn't be necessary just to progress through the game.

guest509

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Re: 7DRL Ideas - It's never too soon!
« Reply #33 on: September 14, 2013, 10:06:50 AM »
I think sometimes games play Hide the Ball in order to create a sort of discovery mechanic. This can be done badly and simply result in frustration. Many item ID systems sorta fail for me on this.

I do like the strategic choice of 'try now' or wait until I can ID the item. I think Random Realms does this best. You try to ID your items when you level, and you can level your 'ID' skill. So basically the longer you hold on to an item the more likely you'll ID it. Gives an interesting choice without any fiddly mechanics.

Paul Jeffries

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Re: 7DRL Ideas - It's never too soon!
« Reply #34 on: September 14, 2013, 05:47:53 PM »
In Darklands, you get multiple ways of dealing with basically anything that happens, and in most cases, the final result is a combination of your characters' stats and luck.  What makes Darklands better than other games that do that is Darklands tells you how likely you are to succeed before you make your choice.  So if your character is a weak old man and he tries to scare off some muggers, the game lets you know that it probably won't work.

There's still some degree of uncertainty, but it gives you enough to make informed decisions.

It would be cool if your intelligence stat factored into how accurate the prediction was, so that if you're playing a dumb character the game would sometimes lie to you about the odds of success and trick you into doing stupid things.

Anyway, back on topic:

Beat 'em Up RL
Looks like a side-scrolling Streets of Rage style beat 'em up, plays like a turn-based roguelike.  Several different melee maneuvers to choose from (punch, kick, grab, duck etc.) which by performing on consecutive turns you can perform combos, special moves etc.

Lemmings RL (This is the one I might actually do next year, so IT'S MINE IT'S MINE YOU CAN'T HAVE IT IF YOU TAKE IT THEN I'M TELLING!)
As the name might suggest, a cross between lemmings and a roguelike.  You view the dungeon from a side on perspective - adventurers appear on the top floor of the dungeon and automatically begin a hapless wander down to the dungeon boss at the bottom.  You don't control them directly but can upgrade them into different classes (Warrior, Rogue, Wizard, Archer, Healer etc.) which gives them special abilities and makes them better at dealing with certain enemies/obstacles.

Krice

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Re: 7DRL Ideas - It's never too soon!
« Reply #35 on: September 16, 2013, 09:13:08 AM »
KickstarteRL. You promised people to create an epic RL, but you failed. People that have donated money turn to an angry mob and they are after you! You have to evade them while you try to escape the city.

Quendus

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Re: 7DRL Ideas - It's never too soon!
« Reply #36 on: September 16, 2013, 09:34:30 AM »
That would make a good two-stage game - in the first phase you explore some abstract kickstarter-dungeon collecting donations and answering questions in an effort to get funded, and in the second phase angry-mob city-escape action.

Vanguard

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Re: 7DRL Ideas - It's never too soon!
« Reply #37 on: September 16, 2013, 03:29:16 PM »
KickstarteRL. You promised people to create an epic RL, but you failed. People that have donated money turn to an angry mob and they are after you! You have to evade them while you try to escape the city.

Nice.

guest509

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Re: 7DRL Ideas - It's never too soon!
« Reply #38 on: September 17, 2013, 06:09:43 AM »
Lol, and when you are escaping you can use your money as a resource, like mana, for your abilities.

Abilities like
-Bullshit excuse
-Here's a t-shirt
-Twitter post (the mob pauses for a moment to check their eye phones, the first twitter stops them for 3 turns, then 2, then 1 then is ineffective)

I like it.

Azathotep

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Re: 7DRL Ideas - It's never too soon!
« Reply #39 on: September 19, 2013, 12:32:09 AM »
KickstarteRL. You promised people to create an epic RL, but you failed. People that have donated money turn to an angry mob and they are after you! You have to evade them while you try to escape the city.

It would be funny to create an actual Kickstarter project for this game. I would donate so that I could be part of the angry mob when it failed.

guest509

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Re: 7DRL Ideas - It's never too soon!
« Reply #40 on: September 19, 2013, 02:15:41 AM »
Phase one of that game can be like a nice in depth character creation screen, only instead you are making kickstarter 'promises'. The more promises the more money you have for 'perks' that you can use during the 'run from the mob' phase of the game to placate angry people.


Xecutor

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Re: 7DRL Ideas - It's never too soon!
« Reply #41 on: September 19, 2013, 03:33:55 AM »
CrashlandingRL - You are a space courier. While delivering some strange big box you was attacked by pirates and had to try to perform emergency landing that turned into crashlanding.
While trying to maintain shields on maximum you burned all the fuel, which is uranium, and burned all the ship's plating, which is titanium.
Basically you are doomed. There are no hypernet relays on this planet. And there is no sentient life.
Before giving up you decided to examine the cargo. The box contained experimental multimaterial 3d printer.
You connected the printer to ship's computer and found that printer is loaded with blueprints of interchangable robotic parts!
Another piece of good news is that you have the matter scanner - it can show direction of more or less big deposit of given matter.
Here starts the game. You print your first robot with metal garbage found in the ship. Robots are dumb. You can only program them to move by given route
and perform basic tasks, like mining or gathering.
Your tasks are:
1. setup routes to gather metals required to build more robots
2. take care of your food and water supplies
3. protect your robots and yourself from the hostile local lifeforms
4. setup routes to gather an uranium and a titanium
5. repair and refuel the ship and leave the planet!

p.s. may be a little too big for a 7drl, but 7drl can be a good start :)

Quendus

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Re: 7DRL Ideas - It's never too soon!
« Reply #42 on: September 19, 2013, 08:11:37 AM »
A party roguelike (multiple characters) where one of your allies is a mole working for the Big Bad. You can try to ferret them out before you reach the boss fight, but is it worth the risk of killing a genuine ally?

Quendus

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Re: 7DRL Ideas - It's never too soon!
« Reply #43 on: September 26, 2013, 08:06:51 AM »
fRLeemium - a slightly streamlined but extremely unfair roguelike, possibly not even winnable with perfect play. Fortunately you can pay Real Monies to get items, unlock locks, dispatch enemies, etc. The challenge is to win the game with a minimum of Real Monies spent, or to get as far as you can with a set amount of RM.
(Obviously Real Monies aren't real, just Real)

guest509

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Re: 7DRL Ideas - It's never too soon!
« Reply #44 on: September 27, 2013, 03:31:03 AM »
Sweet! So your score in game would be how much money you have left in the end? I very much like this.

Start with 1000 Real Monies, pay 100 for a respawn. 50 for a + to sword or armor or whatever.

Like you can beat it without too much problem if you spend all you monies, but your score will suck.