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Rougelike


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#1
Glandor

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Anyone ever try to develope a rougelike adventure with the toolset?

Randomized Levels
Randomized Loot
Escilating Difficulty

At some point the player would have an epic charicter or party on their hands, and at level 30 the game would create one last town or healing point, then big ending boss battle.
I bet if you used the overworld feature in Storm of Zehir, you could create a map that randomizes itself, with random encounters. You could actualy create a real dungeon party that could avoid encounters based on class, and use other skills. And just imagine what you could do with the random events mechanic.

Think It could be done?

Modifié par Glandor, 08 mars 2011 - 02:19 .


#2
kamal_

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There have been some experiments with random dungeons (you can't generate them on the fly, but you can send the player to random rooms when they use a door). Random outdoor areas are right out though, unless you just mean spawning placeables such as dungeon entrances on a fixed design overland map.

#3
Glandor

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So you can't create an overland map that looks like a dungeon, and just so happens to randomize rooms?

#4
NWN DM

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I made a map that was tinted dark burgundy once.

That's the closest I've seen to a rouge map.

#5
Kaldor Silverwand

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I think an escalating map for rogues sounds like a good thing because I like to play a rogue, but there have been limitations all along with rogue abilities such as picking pockets and approaching enemies when hidden (because of triggers). Randomly generated dungeons doesn't sound as good to me, because it is almost impossible to support. All you can do is support the process but not the product, and that leads to player frustration. Randomly generated areas within a planned dungeon might be a good balance.

Regards

#6
kamal_

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KS: roguelike refers to a game type, not thief based gameplay. :)

en.wikipedia.org/wiki/Roguelike

#7
diophant

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Maybe you could look at this old NWN1 project:
http://nwvault.ign.c...d=11618&id=3754
I never played it and I guess it's still a beta version, but AFAIK Primogenitor spent tons of hours in it, so it could give you some ideas what's doable and what not.

#8
Kaldor Silverwand

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kamal_ wrote...

KS: roguelike refers to a game type, not thief based gameplay. :)

en.wikipedia.org/wiki/Roguelike


Well, shoot.  Isn't my face all rouge now. ;)

Never heard of "roguelike". Although being old enough to have played computer games in 1979 I can say that those games were not developed using ASCII text by choice, it was by need.  I don't think anyone would have willingly chosen that as a good interface. The best ASCII game I ever played was Prisoner.

My remarks on random dungeons stand though. I think they don't get the replayability you would hope for because they are basically pointless. Random areas within a non-random dungeon would add some unique flavor, but they would be hard to offer support for.  "Where is the healing potion?" "I don't know, it's random."  I experienced that issue with the OC Makeover when placing recipes and other items into stores randomly.  I had no choice but to go back and make some of them non-random.

Regards 

#9
The Fred

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Damn, forum ate my post. Anyway...

I've messed about with various randomised dungeon/encounter ideas myself, with the aim of increasing replayability. In the upcoming community project (top secret, so I can't give too much away), I intend to play around with a little of this, though for plot reasons (that's all I'm saying!). On a larger scale, I actually hope to put a big amount of quest randomisation in my own campaign, particularly at (or just after) the start. This will generally be things like choosing encounters (i.e. quest encounters, not just what monsters you kill) from a big list, though.

In terms of randomising areas, that's perfectly doable, but it's a lot more work, at least initially. It doesn't help that NWN2 lacks the door transition event which NWN1 had, which makes it that little bit more awkward to link areas up randomly.

#10
rjshae

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Heh, rouge-like. B)

#11
Shaughn78

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The L was the worse. Not only was it hard to kill, but it stole all your gold.

#12
The Fred

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Late, but for reference, check this newer thread.