Author Topic: Witcher: the Roguelike [pre-alpha]  (Read 21089 times)

Avagart

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Witcher: the Roguelike [pre-alpha]
« on: May 30, 2015, 03:59:20 PM »
Witcher is strong mark, especially in Poland. These days it's - I think - most recognizable as games by CD-Project Red, but this serie based in Witcher books by Andrzej Sapkowski, polish fantasy writer. These books are is cultic for most fantasy fans in Polish.

Always I was surprised that no one try to make roguelike in witcher's world/setting. I think that is very good theme for roguelike game, and are made games like DoomRL or DiabloRL. Then why not WitcherRL?

So, I decided to write this game. I hope no one sue me due to coryright...

Game is in pre-alpha stage and have not any released versions yet, but I think that I can release first alpha build in early or middle June.

Scheme, core of gameplay is nearly done.

How it will be? Fusion of Witcher (setting, 'influences' in combat system), Zork (sort of visual influences), Darklands (free roam and style of interactions in locations), Monster Hunter (influences in style of gameplay - randomized quests, guilds, etcetera), SanctuaryRPG (graphics, combat, interactions) and ADOM ('spirit' of game). Too ambitious? I don't think so, almost everything from these ideas are fairly simple to code.



First (first of all...) screens:


Title screen:


Race selection:


Brokilon screen:


Fortress Bodrog screen:


Local map:
« Last Edit: May 30, 2015, 04:31:21 PM by Avagart »

Zireael

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #1 on: May 30, 2015, 06:50:34 PM »
I think the Witcher universe naturally lends itself to RL-style game (permadeath et al).

I like the ASCII graphics, too!

Does the race choice mean you HAVE to be a Witcher?

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #2 on: May 30, 2015, 08:06:45 PM »
I think the Witcher universe naturally lends itself to RL-style game (permadeath et al).
Yes! Then that's is not witcher-like roguelike is a bit strange for me.

Quote from: Zireael
I like the ASCII graphics, too!

Yup, it's good style of visualiazation for more traditional (in 'spirit' sense) roguelike. Unfortunely, I'm not very familiar with that form and these graphics are first I ever made. I hope they are at least clear/legible.

Quote from: Zireael
Does the race choice mean you HAVE to be a Witcher?

No. Title 'Witcher' refers to setting, ie world, etcetera. You MAY be Witcher. If you pick human. But all races have very own, unique classes. Classes are different types - there will be crafts class, fighting class, merchants class... It strong affect player attributes, then will be 'XP factor' like in good, old ToME 2.3.5. My idea is to make big, free world with great opportunities... Maybe it can be compared to Ultima VII.
Maybe later, if you pick vampire, witchers will you hunting... But it's only idea, it's to early to talk about it.

P.S. Zireael, I remember correctly that you are from Poland?

getter77

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #3 on: May 30, 2015, 10:01:43 PM »
Very nice and indeed a grand idea!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Zireael

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #4 on: May 31, 2015, 12:07:12 PM »
Avagart, yes, you remember correctly :)

Samildanach

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #5 on: May 31, 2015, 01:17:01 PM »
Good idea! I look forward to trying it when you make it available.

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #6 on: May 31, 2015, 02:43:46 PM »
I'm going to make it available when all based mechanics will be done. Probably only one quarter of world map to be accessible, but as demonstration of engine should be ok.

Zireael - yay, greets from northern Poland :)

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #7 on: June 01, 2015, 06:30:21 PM »
I made first, standard darklands-like options for random encounters (which can occur while travelling).

In this base encounter-options, first is drawn agent of encounter - for example, animal, monster or human (humanoids party usually). Then is randomly decided type of meeting - you can be close to object of encounter, or in distance, or you can be abmushed/attacked. Each of these possibilities involves a different set of interactions, like (so far) 'move closer' or 'prepare ambush' when object is in close range, which again determines next opportunities. Maybe later I provide some sshots.

I worked on primary/basic fighting system today. Combat works well, but I have some problems with display...

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #8 on: June 05, 2015, 12:20:22 AM »
Base of combat system is done.

I want to make simply, fast but interesting and not repetitive combat.

Whole system is based on two assumptions: "during fight you have to think" and "fight elements must be planned".

So, so far it looks like that:
1) Due to speed (in first turn) or last action type + speed factor (later) attacker is decided
if player is attacker:
    2) before your turn, you must plan three actions (attack, defense, etc.); enemy do same thing
    3) various actions imply different opportunities - if your first action is... damn, I don't know how write this in english... if you first action is sweeping cut derived from the shoulder, you cannot declare thrust in next action, but you can make 'cleaver-like' cut derived from elbow, can move back and defend yourself by distance, can make pirouette (least realistic, but very spectacular ;) ).
    4) chance of miss/block/hit are percentages + variablem from enemy action, you attributes, etcetera
if player is defender:
    2) firstly - you have penalty for attack actions
    3) before turn, you must plan three actions, but - due to player's intelligence attribute - you can predict 1, 2 or all 3 actions of enemy


edit: What's about displaying status of player's health? I'm considering resign from standard number of hp's or percentage value of hp. Instead I'm planning replace this and make 'description display system', ie you know that you are light/moderate/etcetera wounded, but you don't know if you have 5/30 healthpoints or 7/30.
« Last Edit: June 05, 2015, 04:24:10 AM by Avagart »

akeley

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #9 on: June 06, 2015, 10:50:03 AM »
Good luck - it`d be nice to finally see a Witcher title with decent combat :P

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #10 on: June 23, 2015, 06:29:17 PM »
Thanks :)

Didn't make proper progress, unfortunately. A lot of work, bachelor's thesis, private problems... Meh. However I made SOMETHING. I changed and polished encounter system. A list of possible encounters and options is short, but it's polished in terms of mechanics/system.

Actually it looks a bit harsh and poorly, but I will improve it - add ASCII art and make different images for different animals in animal encounter, for example.

Samildanach

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #11 on: June 23, 2015, 08:54:02 PM »
Polished mechanics are important, so you're on the right track!

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #12 on: June 24, 2015, 01:40:16 PM »
Awwww, making animals in ASCII art is a more difficult than making buildings. Then... images for animals' encounters looks a bit weird... and a bit funny... :D

Samildanach

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #13 on: June 24, 2015, 09:57:04 PM »
Have you tried using Rex Paint? It's a pretty good tool for making ASCII-ish art.

Avagart

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Re: Witcher: the Roguelike [pre-alpha]
« Reply #14 on: June 24, 2015, 10:38:21 PM »
I found it yesterday, but I wasn't trying yet. Looks promising - both user friendly and complex. :)