Author Topic: Party-based dungeon crawlers  (Read 4459 times)

awake

  • Newcomer
  • Posts: 43
  • Karma: +0/-0
    • View Profile
Party-based dungeon crawlers
« on: April 10, 2014, 03:31:50 PM »
Are there any roguelikes where you control a party of adventurers, or are there any party-based crawlers with a lot of roguelike characteristics?

(Also: you could do me a solid by reccomending a good and properly challenging party-based crawler suitable for a spoiled modern gamer. I don't think I can run Might & Magic X on this bucket of chips)

reaver

  • Rogueliker
  • ***
  • Posts: 207
  • Karma: +0/-0
    • View Profile
Re: Party-based dungeon crawlers
« Reply #1 on: April 10, 2014, 03:44:29 PM »
I used to LOVE Mordor : depths of dejenol. Has a sequel, which is kinda being remade (Demise: Ascension)

awake

  • Newcomer
  • Posts: 43
  • Karma: +0/-0
    • View Profile
Re: Party-based dungeon crawlers
« Reply #2 on: April 11, 2014, 04:47:59 PM »
Looks like the developers of an indie crawler called Legend of Grimrock considered this idea but ultimately discarded it

http://www.grimrock.net/2013/03/21/scrapped-game-designs/

Quote
Everybody loves a good roguelike, right? Antti and I are big fans of roguelike games here at the office, so it was only natural that this idea, the amalgamation of a roguelike game with Grimrock, has popped up every now and then in our discussions. After all, the tile-based nature of Grimrock seems to be a perfect match with roguelike game design.

With this design levels would be procedurally generated, with some custom made levels here and there. Turn-based combat would probably work better than pure realtime. We even made a quick prototype entitled Grimrogue with turn-based combat and a minimap in one corner of the screen.

One problem we quickly realized was that the player would be focused on the minimap when exploring the randomly generated dungeon and all the gorgeous 3D graphics would be almost like a gimmick. We also had our doubts about turn-based combat. Turn based combat works really well from a topdown perspective where you can see all the units and can think about the best tactics. In first person view where you can only see in one direction, turn-based combat takes away tactical movement and reduces combat to a locked in place affair.

In the end, we felt that with this design we would lose lots of the appeal of Grimrock, the puzzles and the chaotic nature of realtime combat, so the design was scrapped. It would certainly be possible to make this sort of game but it wouldn’t have been Grimrock.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4911
  • Karma: +0/-0
    • View Profile
Re: Party-based dungeon crawlers
« Reply #3 on: April 11, 2014, 05:19:35 PM »
Among the farthest efforts any have yet managed:  Labyrinths and Legends

http://www.roguebasin.com/index.php?title=Labyrinths_and_Legends

Also this/these:

http://www.roguebasin.com/index.php?title=Into_the_Labyrinth

http://xcomrl.blogspot.com/  In particular one or more of the Mega Mods thus far.



Party based stuff is still uncommon, and there's others that slip my addled mind at the moment.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

chooseusername

  • Rogueliker
  • ***
  • Posts: 329
  • Karma: +0/-0
    • View Profile
    • Email
Re: Party-based dungeon crawlers
« Reply #4 on: April 11, 2014, 09:18:55 PM »
Guild.

Dungeon Hack.