Author Topic: Limb-oriented skill system - You see any pitfalls?  (Read 32312 times)

Fenrir

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Re: Limb-oriented skill system - You see any pitfalls?
« Reply #15 on: October 16, 2009, 02:14:09 PM »
I am working on the design for my first roguelike right now.
Be careful that feature creep doesn't kill your project. I did that once.

Antsan

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Re: Limb-oriented skill system - You see any pitfalls?
« Reply #16 on: October 16, 2009, 02:23:00 PM »
Yeah, this might be really a little bit hard on a first project. But it shoull stay extensible either way with a little bit of planning. Will have to pick out crucial features first and see.

Etinarg

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Re: Limb-oriented skill system - You see any pitfalls?
« Reply #17 on: October 16, 2009, 02:38:56 PM »
The danger is, if you design systems first, based on an implementation idea, you'll end up with a tech demo, and not a game.

Usually one starts with an idea "I want mutagenic creatures in a post apocalyptic world, who fight for freedom because they are surpressed by an AI controlled race of robots who took over the planet. Maybe this happened when army headquarters were destroyed and the AI was no longer controlled by human scientists".

Then you work out the setting (town, desert, army headquarter, travels ...) the inhabitants of the world, and some of the game's story.

At some point you'll reach the question how to implement the mutagenic creatures - then you should start to design the polymorphing system.

Adding the world on top of the system will often let the player feel it's only to show off the system. Adding the system because the game needs it to work, will let the player experience the games world.

Having said that, I'm notoriously bad at designing games. So take it with a grain of salt.

Antsan

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Re: Limb-oriented skill system - You see any pitfalls?
« Reply #18 on: October 22, 2009, 12:54:15 PM »
Thanks to you I now have a really clear idea of what the game should be like and how it would have to be implemented.

Freak Circus will be a game built around mutations. It's the only form of character advancement and will be the center of gameplay. Nearly everything will either be dependent on or will effect the structure on your body. I'm a bit unclear of the goal of the game, but I think about putting in a story generator when the rest of the game is done.
Bodys will be represented as I described in my starting post, with a few changes of course. The neat part is, to represent items in the same way. This way, you will get to use anything you may find in any way the game allows you with anything else - this means, you can wield them with one of your grabbing bodyparts, eat them, take them apart (which might be useless at a basic level) or just throw them away.
Monsters and you yourself will just be an interface to an AI/the player and a bodystructure. Items will be just a reference to a bodystructure. This way I can do the whole corpses-thing just with reattaching the monster-body to an item.
An additional system, which should be easy with CL, would be parsing bodystructures into a (genetic) code, which would in turn be used to determine preferences for certain mutations. It will be harder to come up with a good system, when it should come into the game.
Then eating could lead to copy genetic codes out of the eaten parts and include them into the genetic code in a random mode (overwriting strands, placing between strands, at the beginning or the end... Function passing seems like a good way of doing this). To get desired traits, you would eat limbs which have the desired trait and in this way enhance the chance of getting this trait hen mutation gets triggered. You are what you eat.
This is the basic system. I've got some ideas about style and story generation in mind, but they aren't so much related to the topic and the last one will presumably be pretty hard to do.