Project name:
Dungeon Guild
Brief description:
Dungeon Guild is a roguelike browser based game which aims to be more
forgiving than others of the genre and be accessible to casual gamers.
Target aim:
Freeware/shareware hybrid featuring in game advertising and premium
account options. The game will be completely playable for free, but
some additional perks will be included for registered users. We have a
proven and successful business strategy.
Compensation:
30% share of revenue. Please understand that you will receive no
compensation during development, as all team members involved in our
company receive shares in the profits but develop games primarily as a
hobby.
Technology:
As this will be a browser based game and real time client side player
interaction is required, we are looking to use either Flash or Java.
The game should be compatible with all browsers and operating systems.
Talent needed:
One programmer who is experienced in either Java or AS3. Knowledge of
or eagerness to learn server side scripting preferred. Experience with
roguelikes a huge plus. We have extensive design documents prepared to
aid in development.
Team structure:
I myself will be providing artwork and audio. We also have a marketing
director on board to ensure that this project will be profitable.
Although they are not yet directly involved in this project, we also
have a number of C++ programmers, an audio and music designer and a
PHP/MYSQL programmer available to provide assistance if required.
Website:
http://thd.vg
Contacts:
If you are interested in working with us, please write to us with some
samples of your work and history at:
info @ thd . vg
Previous Work by Team:
Soldat, multiplayer platform action game - http://soldat.pl
Additional Info:
Transhuman Design has been working together as a team for over two
years now. We are a team of hobbyists currently 12 strong who take
game design very seriously and usually meet online daily. If you turn
out to be a pretty cool guy, we will probably have more projects for
you to work on in the future.
Feedback:
Any
> Dungeon Guild is a roguelike browser based game which aims to be more
> forgiving than others of the genre and be accessible to casual gamers.
> [...] real time client side player
> interaction is required, [...]
Wouldn't it be more accurate to say you're developing a diablo-like in
stead of a roguelike?
We are looking at traditional roguelike gameplay but with a simpler
interface and GUI (ie, things like having the same button for putting
on equipment and rings instead of different buttons, little things
like that adding up).
> We are looking at traditional roguelike gameplay but with a simpler
> interface and GUI (ie, things like having the same button for putting
> on equipment and rings instead of different buttons, little things
> like that adding up).
So it won't be real time? In that case, I'm eagerly awaiting your
game. :-)
A lot of the idea behind the project is basically a roguelike housed
in a browser so you can't save scum, so it will be competitive.
Interesting. This will help to sell the idea of permadeath to casual
gamers.
The way I see it, casual gamers are not all that unfamiliar with
permadeath - consider arcade gaming : coin-operated entertainment
machines are designed to be tough and unforgiving, as to squeeze as
much money out of players as possible. And, suprisingly, this works,
because they desperately want to beat the high score of their
friends.
Come to think of it, players can indeed avoid permadeath in arcade
games by inserting more coins. So maybe you can let players pay to
savescum, as an extra source of income. :-)
It will be advertisement and premium account based, but at its core a
free game.
Tits or GTFO.
--
Derek
Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack
That's a) not true of all that many roguelikes and b) not necessarily a
bad thing.
--
David Damerell <dame...@chiark.greenend.org.uk> Oil is for sissies
Today is First Aponoia, April.
A browser-based game is a lot easier to subvert (see arcade-pre-hacks)
than a conventional public server.
As a player of coming from the Crawl side of roguelikes, instead of
Angband/Adom/Nethack, I tend to have a certain way of looking at the
games. You could say it is more of a demand. Without going into
details I'll just say it's a need for purity and justification for the
chosen game elements/design. If I could be a little bit more precise,
I would say it feels like, especially in Crawl, that each variable is
obviously connected, or related, to any other relavent variables. You
do not feel like somebody added in "allow meat to be seperated from
skin with sharper blade" just because it was "realistic" or sounded
cool. They make sure that thinks are not only fun but internally valid
within the game itself, not breaking things carelessly.
Honestly, you really didn't leave me with much to go on, so I'll hold
back assuming anything about the actual gameplay.
The shareware part is a big turn off for me, but not a deal breaker,
as a rule I do not register/purchase a fuller version of a game when
in competition, as I do not feel it is fair. Great example being
Soldat, I feel being able to change settings directly puts one at an
advantage over those without.
I intend no hard feelings, I'm just left with a bitter taste in my
mouth after Soldat (not that I don't still play it daily :)).
Are there other roguelikes on the Crawl side?
> > As a player of coming from the Crawl side of roguelikes
>
> Are there other roguelikes on the Crawl side?
I'm sure a Crawl fanatic could reply as follows:
"Well, it's lonely at the top"
:-)
I'd put Crawl in the Nethack family, specifically a Hack-like,
reflecting its similarity to early types of Nethack than what Nethack
as blossomed into.
When consider Crawl as a new sub-genre and classifying by features,
I'd be tempted to dump POWDER as a roguelike on the Crawl side. This
is a case of convergent evolution, however, as the initial direction
of POWDER was established prior to acquainting myself with Crawl.
Classifying by design principle, I think there is a big gulf between
POWDER and Crawl. POWDER focuses on tactics of battles while Crawl
tends to have more stragetic layers. Ie, if you die in POWDER it is
because you did a wrong move in the last 10 turns. If you die in
Crawl it likely is a wrong approach you took farther back than that.
POWDER is also intentionally easy after you beat the big-bad-guy at
the end, while Crawl seeks to keep the pressure on until you are
actually done the game. I see the climb up the dungeon as a
denouement and a chance to try out those nifty spells that weren't
practical in actual combat.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
Yes, Crawl is usually put into the Hack branch of roguelikes. I think that
Linley wanted to merge good features from Nethack as well as from Angband.
The randarts might reflect the latter. But the result looks much more like
a Hack offspring than anything else.
> Classifying by design principle, I think there is a big gulf between
> POWDER and Crawl. POWDER focuses on tactics of battles while Crawl
> tends to have more stragetic layers. Ie, if you die in POWDER it is
> because you did a wrong move in the last 10 turns. If you die in
> Crawl it likely is a wrong approach you took farther back than that.
I don't think the gulf is that big. Crawl is first and foremost a tactical
challenge. The strategic depth is intentional and present, and needed for
a game this size, in my opinion. Still, most deaths can be attributed to
tactical mistakes. In my opinion, the strategy comes only really into play
in edge cases, e.g. very stingy games.
> POWDER is also intentionally easy after you beat the big-bad-guy at
> the end, while Crawl seeks to keep the pressure on until you are
> actually done the game. I see the climb up the dungeon as a
> denouement and a chance to try out those nifty spells that weren't
> practical in actual combat.
I respect this decision, but this only makes a really small difference in
actual gameplay. The approaches to ending stories are opposite to each
other (gentle vs hysteric) -- but this is fine, of course. To me, this is
more like having different background stories.
David
PS: Jeff, would you mind annoucing your Crawl port on r.g.r.misc as well?
This is a relatively recent addition to Crawl: in all of the Linley
versions the game was a total anticlimax once you had the Orb.
--
Mark Mackey
The Association for the Advancement of Dungeon Crawling
Hints, tips and spoilers
http://www.swallowtail.org/crawl/
You've confused me here... What crawl port? Mayhaps another Jeff?
Yes, Jeff Johnson with
http://wiibrew.org/wiki/DungeonCrawlStoneSoup
I apologise to all Jeffs involved.
If anyone got a Wii, check it out!
David