Monday, 30 November 2009
More on stairs and monsters
I think that, further to the comments on my last post, I won't bother, for now, allowing monsters to follow the character up and down stairs.
Thursday, 26 November 2009
Hiatus
As you'll probably have noticed, posting is light at the moment. I've decided to take a break for a few weeks from development.
Wednesday, 11 November 2009
Stairs and Monsters
I'm currently writing some code to allow monsters to travel the stairs with the character, following the behaviour of those in Crawl.
As implemented, all adjacent monsters will travel with the character, as long as there is room on the destination level for them to do so.
However, I'm nearly sure that (from last time I looked at their source) Crawl puts a limit on the monster types that can come up stairs.
Do you think this is a better solution? And if so, what criteria should be used to determine ability to travel up stairs? (I don't have any Dalek monsters alas)
As implemented, all adjacent monsters will travel with the character, as long as there is room on the destination level for them to do so.
However, I'm nearly sure that (from last time I looked at their source) Crawl puts a limit on the monster types that can come up stairs.
Do you think this is a better solution? And if so, what criteria should be used to determine ability to travel up stairs? (I don't have any Dalek monsters alas)
Monday, 26 October 2009
More on achivements
Unlike the achievements in MMOs, I want them to be a bit more than just fun, and affect gameplay.
For example, let's say there is an achievement that can be obtained by killing 10 vampires. Let's call it "Wannabe Van Helsing" (as suggested by my muse - I think I prefer slightly humourous titles).
I'd like to give characters who complete this a tangible game benefit. For example, a small (but significant) damage bonus against vampires. Or slightly increased resistance to vampiric drain attacks.
Or for an achivement for eating every single different type of food ("I'm not fat, I'm just big-boned") which allows 10% extra nutrition from food.
I'm going to throw open the comments for suggestions for possible achivements If your suggestion is taken and used, you'll get game credit! The titles should be somewhat humourous, and referencing either common fantasty-tropes or the roguelike milieu where possible.
Tuesday, 20 October 2009
Ahem...
I've also been thinking about a couple of minor other features: stairs, and player ghosts. Adjacent monsters should be able to climb stairs with the character, and ghosts should retain a proportion of the gold and an item or two as reward for the character killing them.
And I should really play some of the roguelikes I mentioned here.
And I should really play some of the roguelikes I mentioned here.
Saturday, 17 October 2009
Achivements & Reputation
Some day (cue wistful music and sepia tones), I'd like to implement an achievement system, like you find in MMORPGs:


I'm actually quite surprised that there aren't any, as far as I know, roguelikes with an achievement system. Though you could argue that the game score is a measure of achievement in itself.
Further to that, I'd like to implement factions & reputation (with faction quartermasters):
Of course, you could argue that the deities in Crawl are effectively factions.


I'm actually quite surprised that there aren't any, as far as I know, roguelikes with an achievement system. Though you could argue that the game score is a measure of achievement in itself.
Further to that, I'd like to implement factions & reputation (with faction quartermasters):
Of course, you could argue that the deities in Crawl are effectively factions.
Labels:
Achievements,
Everquest 2,
Factions,
Kharne,
MMORPGs,
Reputation,
World of Warcraft
Friday, 16 October 2009
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