Re: An interesting idea for rougelikes, on death



On Jul 29, 1:07 pm, Ray <b...@xxxxxxxxx> wrote:
Also?  Finding a mate is completely outside the hack-n-slash genre.
You'd have to implement another whole game's worth of code to make
that interesting at all, and then you'd have a dating sim/erogame/
whatever attached to your hack-n-slash offending fans of both game
genres.

Nah... a female PC and an extra flag on the Singing, Happy Drunk NPC
are all that's strictly necessary... :)

In seriousness, I agree that it's outside the scope of the typical
roguelike and would require another whole game's worth of code, but I
don't think the end result would necessarily play like a disjointed
identity crisis. The Sims is a cool family/home simulator, and there's
no reason it couldn't be located in an Angband-style town. You're a
professional adventurer, your husband/wife is a stay-at-home dad/mom,
and the bigger the house and higher your stature in the community (as
achieved by various quests), the better the child's stats will turn
out to be, along with the inherited items. Make the power progression
of a character more dependent on its items and intrinsic stats than on
experience points -- or give the kid a huge intrinsic experience-rate
bonus if you take him/her adventuring with you while he/she's still
young. When mom/dad dies, all the dungeons are re-rolled with new
items and the kid inherits everything and sets out anew with another
pool of dungeon items to draw on. Maybe he encounters his parent's
ghost. Maybe he avenges his parent as a quest. Higher status and
wealth means an easier time starting a new family and more kids who
eventually form adventuring parties which enables them to surmount
larger enemies or unlock new dungeons. Maybe the ultimate goal is to
kill the Ancient Evil Foozle, or maybe the ultimate goal is to become
the royal family. Obviously this is the barest germ of an idea, but I
bet there's a way it could all work together nicely even if the
thought of trying to work out all the specifics gives me a headache.
.



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