Re: New Roguelike Idea
- From: Gerry Quinn <gerryq@xxxxxxxxx>
- Date: Sat, 25 Aug 2007 13:17:06 +0100
In article <1187878600.689942.81200@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>,
wild.halcyon@xxxxxxxxx says...
Game World: This game has no dungeon levels - it takes place entirely
in the overworld. It randomly assigns villages with denser populations
along with a backdrop of sparsely populated farms. Monsters are also a
threat to you, but can alternately be tamed or resurrected to do your
bidding.
Progress and Scoring: Progress in the game is made through killing off
the population of villagers. This population is not necessarily static
either - births and deaths can occur without your intervention
depending on the local population density and the "mood". High
populations that are terrified will exhibit more inner turmoil, death,
and violence, while sparse populations that are unafraid will exhibit
higher growth potential. [..]
DANGER! DANGER! SIMULATION ALERT!
How much do you want to make a game, and how much a realistic model
environment?
Suppose you just wanted to make a game. You could start with a
overland map as normal, with peaceful villages and harmless monsters.
When the player character achieves a certain objective (say breaking
into the town crypt to retrieve the skull of a notorious necromancer),
the level ends, and you level up like so:
You gain +1 int and +1 sta
You gain +6 health and +4 mana
Do you want to:
(a) Fashion a helm of +3 death spellcasting from the skull
(b) Grind the skull to powder and swallow it, giving +1 to all
atributes and +2 to necromancy
(c) Make the skull into an orb of power that can summon a skeleton
You make your choice, and get the item or skill boost. The game
continues:
"One month later. There is consternation in the outlying villages.
Strange lights have been seen at night. Demon dogs have started to
roam the countryside, and most folk stay close to home."
A new map is created, based on the old one, but with semi-random
degeneration of regions, which can vary from game to game.
"Perhaps you can learn to tame the demon dogs. But your prime
objective is to kill Bishop Langley, a spiritual leader who resides in
the Monastery at Ridley Wood, guarded by an army of ninja monks. His
death will cause despair in the surrounding lands."
Anyway, you get the idea. Same game, no months of hard coding to
generate a living environment.
- Gerry Quinn
.
- References:
- New Roguelike Idea
- From: Wild Halcyon
- New Roguelike Idea
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