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Strategic Roguelike

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Jason Pickering

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Mar 28, 2012, 7:29:19 PM3/28/12
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Hey Guys. So after the 7DRL comepetition I am going back to work on my main Roguelike. It will be for the iOS and many of you might have seen it over on the RogueTemple Forums. SO here is a basic screenshot to give you an idea of what I currently have.

[IMG]http://i43.tinypic.com/acr49l.png[/IMG]

Premise:
the idea is that it will be a score based game but I wanted to focus more on positioning and strategy then on straight up hack/slash combat. you will head into a tower and climb as high as possible collecting treasure and then you will have to make your way out. only by leaving the tower will you get a score though.

Combat:
Combat is super deterministic. All enemies die in 1 hit, as do you.

Enemies:
each enemy will be different with some special hook.
examples: skeletons can not be killed. on a hit they collapse into a pile of bones. 5 turns later they get back up. while a pile of bones though they act as a wall blocking enemy movement and sight.

necromancers might summon more skeletons, but when the necromancer is killed all skeletons collapse like they were just hit.

Movement:
the player movement is in the cardinal directions and they can move 1 or 2 spaces a turn. this was done to remove the need for a wait function as that made the game to easy.

Enemies also have special stuff. Rats can attack each turn, but can only move every other turn. Floating Eyes are stationary until they are in line with you, then they move towards you.

Secondary movement idea:
I had another idea for the movement though and this was one of my main reasons for posting. I was wondering if it might be more strategic if the enemies were more like chess/shogi pieces. basically a rat would be like a pawn. they can only move forward. the player would see this and know to stay away from that spot right in front of them. an Eye might be like a rook. Basically the player would see the danger areas of where they would be killed and must stay out of those areas.

[IMG]http://i40.tinypic.com/214p6o5.png[/IMG]


and you can try a current build below
http://dl.dropbox.com/u/21825227/Microuge/Microgue_015.swf

I could really use some feedback. especially about the movement system.

Trystan Spangler

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Mar 29, 2012, 1:04:04 PM3/29/12
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I like it. Being able to move two spaces is a necessity since you can't wait in place. I don't think you need to show the danger areas though since part of the fun is figuring out how monsters move and how to trick them into walking next to you. I never made it further than the 4th floor so I may not be the best judge though.

If you start on a level with a choke point and a bunch of skeletons that start near the center it is possible to trap yourself though. It may even be unwinnable on those maps.

Jason Pickering

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Mar 29, 2012, 1:34:22 PM3/29/12
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Do you think doing a more Chess like monster movement might be Better or keep with what I have now? I will also probably do away with levels with choke points as it causes to many problems. the main thing I need to figure out is enemy tiers as the map gets covered with monsters pretty fast, and having much more challenging monsters to put in instead of just more rats would make that better.

Also I might do away with descending. so basically once you reach a stair you will have continue or leave.

Trystan Spangler

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Mar 29, 2012, 5:28:51 PM3/29/12
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On Thursday, March 29, 2012 10:34:22 AM UTC-7, Jason Pickering wrote:
> Do you think doing a more Chess like monster movement might be Better or keep with what I have now? I will also probably do away with levels with choke points as it causes to many problems. the main thing I need to figure out is enemy tiers as the map gets covered with monsters pretty fast, and having much more challenging monsters to put in instead of just more rats would make that better.
>
> Also I might do away with descending. so basically once you reach a stair you will have continue or leave.

I think more movement options could be fun. Like a knight that moves like the chess knight or a fast monster that moves twice. The only thing is that having more spaces for bad guys to move into means there's fewer places you could move into and you would get trapped more often.

Jason Pickering

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Apr 21, 2012, 1:42:11 PM4/21/12
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I have a new Build all ready to go. Wondering if anyone would like to test and give some feedback.

Mosenzov

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Apr 21, 2012, 11:23:44 PM4/21/12
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On Saturday, April 21, 2012 10:42:11 AM UTC-7, Jason Pickering wrote:
> I have a new Build all ready to go. Wondering if anyone would like to test and give some feedback.

I tried out the current build, and I liked it! It's an original idea for a roguelike as far as I'm aware. It's also pretty hard. I'm probably just bad at it, but I usually can't get past floor 2. I'll be interesting to see what kind of special abilities you'll add to the enemies and possibly the player.

Jason Pickering

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Apr 22, 2012, 11:54:46 AM4/22/12
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the new version is much better, with a ton of changes. you can give it a test here.

http://dl.dropbox.com/u/21825227/Microuge/Microgue_016.swf

get to level 10 stealing as much treasure as you possible can before the night is over. brown chests hold treasure and the red chests have items (Only 2 at the moment) the small number in the bottom left is your best score when winning. eventually this will be relegated to a main screen.

click to move and attack, click one of the items in the top corner to use.

Note: this is an iOS game. it will be used with a touch screen. I cant tell you how many times the first comment is "Add Keyboard Controls"

I will answer an questions you have and I would love some feedback.

Aging Minotaur

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Apr 23, 2012, 5:40:26 PM4/23/12
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On Sun, 2012-04-22 at 08:54 -0700, Jason Pickering wrote:
> the new version is much better, with a ton of changes. you can give it a test here.
>
> http://dl.dropbox.com/u/21825227/Microuge/Microgue_016.swf

Great version, the best so far ;)
I ran out of time at level 10 with 38 coins.

As always,
Minotauros

Jason Pickering

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Apr 23, 2012, 6:49:34 PM4/23/12
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Oh man that sucks. That's the last room. As a suggestion for new players focus on just getting through the 10 floors then you can worry about grabbing money on later playthroughs.

Also there will be a change so you don't auto die when you the timer reaches zero. But something equally sinister will happen.

bfig

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Apr 23, 2012, 8:02:29 PM4/23/12
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Awesome game :)

Best regards,
Bruno Figares

Vinícius Naves Castanheira

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Apr 24, 2012, 12:18:20 PM4/24/12
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Hi Jason.

This game is great and I found it really fun and challenging from the start. Took some gameplay to figure out the movements of the monsters and elaborate the movements faster at each try. Liked the style.
Sadly, I couldn't reach lvl 10, but I will try!

Just for curiosity, why did you change the movement of the rat?

And on the version 15, I found something that could be a bug and I think that can happen in version 16 and further, if two or more skeletons appears on the game.

http://i39.tinypic.com/dz1tz.jpg

Sucess on your project. :D

PS.: can it have also an Android version? :P

Jason Pickering

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Apr 25, 2012, 4:43:40 PM4/25/12
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thanks for the feedback. I know about the problem with the skeletons, although I am limiting skeletons so I think in the current version you will see two at most. and I tried to do away with choke points to stop this.

I changed the rat, because the movement every other turn felt strange for a rat. I will do a new monster with that movement mechanic though, once I figure out what creature that type of movement makes sense with. probably some type of slow moving monster.

and as a suggestion, if you find yourself running out of time. eventually you wont die when the timer hits 0, but some other "stuff" will happen. My main suggestion is focus on winning the game first. dont worry about grabbing any treasure to begin with. once you get used to winning you know how much time you have and can then start grabbing treasure.

Also look ahead as much as possible. figure out what moves you need to get to an exit. you might see that you need to move 2 2 then 1. but if you move 1 2 2, it will cost you the same amount of time, but you will land on a treasure chest.

and finally I don't think an Android version will be possible. I don't have an android device, so it might be a problem. Also with the android devices there are so many different screens that its really hard to get such a small resolution. I really wish Google would have required specific screen dimensions.

that said though. I am looking at other ways to get it to PC for people, whether it be just on a website or I sell them through like the Google Chrome Store or something.
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