On 2013-05-26, Absalom K. <abs...@emet.tnk> wrote:
> Hi, I am starting to write my first roguelike and will say more about it
> in the days/weeks to come. Because of my scenario, I am currently
> investigating ideas for managing combats with no random (no dice) at all.
[...]
> * z-day (a python roguelike): you have to kill zombies, and you have to
> collect guns; one shot = one opponent killed; but you need to find more
> and more guns because each one gets quickly empty.
That is wrong. In z-day, every weapon has a "lethality" score, which is
basically the probability that it hits the zombie's brains or spinal cord,
or otherwise damages it so much that it becomes harmless. It's expressed
in percents, and each time you shoot at a zombie, you have that much a
chance of destroying it. The nail gun has the smallest lethality, and the
chainsaw has lethality of 100%. So it *is* random. On the other hand, when
a zombie attacks you, it always wounds you, so the system is asymmetric.
[...]
> Do you have other examples of such games? Regards, a.
Try microgue, it's quite fun.
I also liked the combat system in Swift Swurd -- it's not random, but
quite different from what you usually see.
--
Radomir Dopieralski,
sheep.art.pl