Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

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.

Wednesday, 1 April 2009

The New Inventory

This is the new inventory UI. It is still drag-and-drop, but now when you mouse-over an item, its full details and description (if known) are displayed. Also if you mouse over an item in the backpack, the appropriate slot on the equipped list is highlighted. To drop an item, drag it onto the drop icon on the bottom right (I'm not quite satisfied with this being the only way to drop items as it currently is, so I'll probably implement a 'drop' command).


The Orange Item is an Artifact. Artifacts are the most powerful items in the game. Standard non-magical items are white, minor magical items (if known) are green, more powerful ones are blue and then purple. Unidentified items will always appear in white. Potions have a colour scheme of their own. Cursed items (if known) are red.

Yes, the colour scheme is very World of Warcraft-ey. It works. Why not use it?

Monday, 19 January 2009

What can Roguelike Developers learn from MMORPGs?

My original post on the relationship between MMORPGs and Roguelikes seems to have caused a bit of a stir, judging by some of the comments. I've clarified my thoughts in the comments there. Meanwhile, I'd like to ask a few follow-up questions on the subject:

1. What can Roguelike Developers learn from MMORPGs?

2. Are there any features in an MMORPG that should (or could) be implemented in Roguelikes?

Or alternatively:

3. Are there any features from Roguelikes that would work well in an MMORPG?

There are a few features in MMORPGs that I'm considering adding to the (ever-expanding) todo list for Kharne once I restart development, but in the meantime I'd like to hear your thoughts on what you'd like to see in Roguelikes in general (not just Kharne).

Saturday, 17 January 2009

World of Warcraft is the new Rogue

Alright, that might just be a bit of an overstatement, but it does seem like some MMO-companies have been taking a leaf out of roguelikes when it comes to game complexity and tactics. Granted, the company concerned does have quite a track record when it comes to roguelikes, but the level of detail and thought that has went into some encounters and the tactics and complexity required to overcome them rivals that of some roguelikes at least. Granted, MMOs generally lack randomness, and of course permadeath, and a whole host of other features common in roguelikes, but I think there is a strong case for at least a commonality between the genres. What do you think?