Advertisement

My 3D Rougelike

Started by May 30, 2011 11:36 AM
5 comments, last by landlocked 13 years, 8 months ago
[font=verdana, arial, helvetica, sans-serif][size=2]Hi, I'm working on a 3D action rougelike game at the moment. I started a development blog (more as a technical journal than anything else), and you can see screenshots of how it looks at the moment.[/font]

[font=verdana, arial, helvetica, sans-serif][size=2]http://apotheosisthegame.wordpress.com/[/font]

[font=verdana, arial, helvetica, sans-serif][size=2]At the moment I'm working on designing the fundamental gameplay mechanics, and trying to successfully synthesize what makes rougelikes unique with a more action oriented style of interaction (i.e not turn-based). It's very early days at the moment, but I'd really appreciate any feedback or suggestions anyone has, especially about preserving the essence of what makes rougelikes so hatefully fantastic.[/font]

[font="verdana, arial, helvetica, sans-serif"]I'd like to retain what differentiates a rougelike from a standard RPG, not just in terms of things like dungeon generation, but the emergent qualities of gameplay and multiple levels of strategy.[/font]

[font="verdana, arial, helvetica, sans-serif"]Any thoughts ?[/font]

Be careful not to overwhelm the player by going real time. By going real time, the player will not have the time to browse his inventory and decide to use one of his dozen items. Roguelikes work well in turn based because they offer lots of options which must be analyzed by the player. You might lose this by going real time because of the number of concepts humans can manage at once(about 7). Diablo is a good example since it was influenced by roguelikes. The options available to the player have been trimmed down to a few basic moves : move, attack, cast a pre-selected spell and drink a potion. You don't see players juggle with a dozen spells per encounter. Mostly, they will spam one or 2 spell until everything stops moving.
Developer for Novus Dawn : a [s]Flash[/s] Unity Isometric Tactical RPG - Forums - Facebook - DevLog
Advertisement
Dude that looks really good! Atmospheric. -Sort of Hero Questish! :D
Reminds me of when i first got lighting to work with my 3d room editor (i used catacomb-style tiles and coloured lighting, too)
Although, this is much nicer looking. Also a lil' NWN-like...

Yes, take care with real-time Roguelikes. I'm excited about yours, though!

Keep it up! ;)

Be careful not to overwhelm the player by going real time. By going real time, the player will not have the time to browse his inventory and decide to use one of his dozen items.


Thanks, I hadn't really considered the impact real time gameplay would have on item use. I'd like to keep that depth to the item system though. I think maybe if I focus item effects towards non direct combat uses, and implement a quickslot system for things like potions. I guess the interface really becomes critical when everything is real time.

And thanks, SuperVGA, NWN is a big influence and HeroQuest is badass smile.gif



[font="verdana, arial, helvetica, sans-serif"]3D action rougelike game[/font]
Who is the target audience? Because as I see it roguelike fans loathe both 3D (heck, some even despise 2D and stick only to text based :D) and realtime action. Also fans of 3D action games despise the concept of permadeath.

Stellar Monarch (4X, turn based, released): GDN forum topic - Twitter - Facebook - YouTube

I thought Azure Dreams was a great 3D roguelike, but it was turn-based. It felt action-y though, because every step taken or swing of a weapon or cast of a spell counted as one turn, so if you walked at normal speed the monsters would also walk toward you at normal speed, and in combat they would immediately take their turn after your turn's animation played.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Advertisement

[quote name='Tiblanc' timestamp='1306761341' post='4817488']
Be careful not to overwhelm the player by going real time. By going real time, the player will not have the time to browse his inventory and decide to use one of his dozen items.


Thanks, I hadn't really considered the impact real time gameplay would have on item use. I'd like to keep that depth to the item system though. I think maybe if I focus item effects towards non direct combat uses, and implement a quickslot system for things like potions. I guess the interface really becomes critical when everything is real time.

And thanks, SuperVGA, NWN is a big influence and HeroQuest is badass smile.gif
[/quote]
Make your most immediate choices contextually aware. You don't care about repairing equipment if you're finding a spell to cast, for example. Provide an "other" option your players can use to dig into other, not-so-obvious choices but keep the most relevant ones front and center.
Always strive to be better than yourself.

This topic is closed to new replies.

Advertisement