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Title: Submarine Roguelike Post by: JasonPickering on November 09, 2010, 04:05:44 PM (http://img340.imageshack.us/img340/5784/mockup013resized.png)
Captain - Diver - Mechanic (http://img263.imageshack.us/img263/8083/crewc.png) alright so I recently got into Dwarf Fortress and then this became my gateway drug into Roguelikes, so I thought about building a Roguelike I could continually work on in my spare time. well I started working and playing everything I could get my hands on. I didnt want to do the normal fantasy setting so I started looking at other stuff. While searching these forums I came across the "Unusual settings for Roguelikes" thread. well the first one was submarine and this reminded me of a much older sub game I had been working on that I tried to revive several times. I was making a submarine game where you drive around exploring the world and fighting monsters. then I realized that this was already a roguelike I just didnt make it turn-based. So I sat down and started working on this. so heres what I have so far. so as soon as you start the game a world is built. its made up of a grid world 10 "Rooms" wide by 8 "Rooms" tall. you move from "Room" to "Room" (much like the board game Munchkin Quest or are very own TinyCrawl) and each unexplored room has an event when you enter. this event could be anything from a monster to a treasure. I have made a huge list of everything I would like to see in the game and I plan on making a working game, then continually updating it. so what do you guys think. here is a movement engine test. Click here to test (http://www.swfcabin.com/open/1289344210) so its not really a roguelike but it is, but its like some boardgames. so I don't know what genre it is but I'm not really worrying about that and dont want to turn this into one of those debates. Also I really want to get suggestions for what people would like to see. some late game ideas I have are: 1. the sub will be driven by a 3 man crew. Captain/Diver/Mechanic 2. the diver can leave and explore by himself. 3. you will be able to go inside the sub. it will be a side view like in Life Aquatic. although the sub is very small. I have a lot more but thats it for now. I am working on combat now. Title: Re: Submarine Roguelike Post by: Ashkin on November 10, 2010, 12:11:12 AM Yes.
Godspeed, Jason. Title: Re: Submarine Roguelike Post by: Ant on November 10, 2010, 01:50:44 AM Interesting stuff. Good luck with it! :handthumbsupL::)
Title: Re: Submarine Roguelike Post by: JasonPickering on November 15, 2010, 09:37:00 PM playing with this some more.
new UI. (http://img442.imageshack.us/img442/3811/mockup014resized.png) youve got your 3 torpedoes slots. your health bar and air bar. and a spot for messages above. every one enjoys a good pipe. (http://img84.imageshack.us/img84/6742/smokey.gif) this is your NPC contact who takes you to town. thats where you can buy stuff.(animation is a little fast it will be slowed down and much longer in game.) Title: Re: Submarine Roguelike Post by: deathtotheweird on November 15, 2010, 10:02:33 PM aha that's an awesome animation. this is a very cool idea. i love these experimental/unconventional roguelikes.
Title: Re: Submarine Roguelike Post by: saibot216 on November 15, 2010, 10:09:22 PM (http://img84.imageshack.us/img84/6742/smokey.gif) Best... sprite... ever. Title: Re: Submarine Roguelike Post by: JasonPickering on November 16, 2010, 11:10:34 AM thanks guys.
so one of the problems I am having is thinking of a goal. the main goals in most roguelikes is get to the last floor. but I don't actually have a last floor so that kind of limits that idea. so what do you think? i have an idea that there is a Leviathan and you must kill it, but after looking around there is a game called DungeonQuest that has a dragon and you can not wake the dragon and are only trying to get its treasure. there is a deck of 10 cards 1 is the awakened dragon and the others are treasure so each piece of treasure you take raises the possibility of awakening the dragon. one of the Ideas I had was you could "photograph" each monster. you had an empty journal and you needed to log everything you saw. so maybe you can take photos. each photo of the monster being worth a certain amount of money. I was thinking of just making it to see how much "treasure" you could get. and looting sunken ships and discovering hidden temples all give you money. also the monster was going to be one of the more complicated things I created as it will only be a head, but all parts (jaw, teeth, eyes, are all randomly generated so the monster always looks different. next part: any idea about good dungeon creation info I know about chevy Rays tutorials on here, but any other information. what I have now works. but I know I will need something more complicated down the line. Title: Re: Submarine Roguelike Post by: Ed on November 16, 2010, 12:01:17 PM This sounds great, I really want to make a "crewed vehicle" RPG myself someday, also somewhat inspired by Life Aquatic :)
Hope you'll add interns as a character class (that have to share one gun between them) Dunno whether this useful but here's (http://www.buta-connection.net/mangas/images/zassou_extrait.jpg) some other great "cutaway vehicle" reference (from this (http://www.nausicaa.net/miyazaki/manga/zassou.html)) Lovely sprites and I like the sound of the boardgameish non-genre-bound gameplay. Good luck! Title: Re: Submarine Roguelike Post by: Fallsburg on November 16, 2010, 12:18:31 PM Well, I think that it wouldn't be that hard to have some ultimate goal. Perhaps you want to get to the dark city of R'lyeh deep, deep on the ocean floor. But only after heavy duty modification to your sub will it be able to handle the pressure at that depth. Or something like that.
Well, scratch that. The way you describe your game it sounds closer to something like Desktop Dungeons than a roguelike. As for how to make the dungeon, I'll tell you the process that I use to make my dungeons currently. 1. Choose the size of your grid (8 by 10 in your case) 2. Choose the length you want the optimal path through your dungeon to be. 3. Choose the connectedness percentage of your dungeon. 4. Choose the number of rooms you want in your dungeon. 5. Generate a maze. If the optimal path isn't right, regenerate. 6. Add doors until the dungeon is as connected as you want, making sure not to change the optimal path. 7. Close off rooms until the dungeon has as many rooms as you want, making sure not to change the optimal path. 8. You are now done, structurally that is. This will produce maps like: XXXXXXXXXXXXX XSX X X X X X.XX X... X X.. X.X.XXX XX.XXXX.X.XXX X ......X...X X XXXX XXX.X X XXEX XXXXXXXXXXXXX Where, X is a wall, " " is an empty room, S is the start, E is the end, and "." is the optimal path. You then decide which nodes to make interesting, where chokepoints exist, etc. I don't know if this is the kind of dungeon you are looking for, but hopefully it gives you some ideas. Title: Re: Submarine Roguelike Post by: JasonPickering on November 16, 2010, 02:23:27 PM Tromack: thats really interesting. I am looking for something more cave like though. I am working with basically carving an ocean out of rock now. I have large "drillers" that go straight down and then when they reach a random point the are destroyed and each one creates 2 small random drillers. they just go flying off and carve out the more cavernous parts of the level.
Ed: yeah I like the idea of a full crew. what I am hoping to do is each crew position will have 3-4 choices of a person. and each one will have random stats that effect the sub health, attack, and air supply (I'm all out of love). then in the inventory each person will have a health bar that gets lowered during battle perhaps (maybe they bumped their head) and also loss of air and food. Title: Re: Submarine Roguelike Post by: Inanimate on November 16, 2010, 04:22:23 PM I like the idea of taking photos! Can I please ask for there to be a "data entry" on treasures, monsters, areas, etc. encountered? That's always my favorite part of a game.
Title: Re: Submarine Roguelike Post by: JasonPickering on November 16, 2010, 05:31:13 PM what do you mean by "data entry"?
Title: Re: Submarine Roguelike Post by: Altemore on November 17, 2010, 07:12:44 AM The submarine roguelike suggestion in the roguelike settings thread also got my mind a'churning. I envisioned more of a top-down affair with crew morale and much potential for disaster. Your project looks wonderful, and so does your pipe. My suggestion: Giant squid. Please :beg:
Title: Re: Submarine Roguelike Post by: Hangedman on November 17, 2010, 07:39:35 AM Maybe have an occasional minigame where you have to pump out a flooded sub chamber or plug leaks in the hull, or put out a little engine fire before it does too much damage.
Title: Re: Submarine Roguelike Post by: JasonPickering on November 23, 2010, 12:31:45 PM altemore: how could I not have a giant squid.
Hangedman: I thought about that but was afraid it would be way to different and really bring the game to a screeching halt. but i definitely had that idea. I even wrote down some of the minigames I could use, such as a button press one or a simon says one. Well I have an updated world build algorithm, nothing too fancy right now. I have added in movement and the random placement of each "room" or event. I was working on the battle system last night. I am trying to decide whether I should go the Roguelike route of every button on the keyboard has like 9 functions or use a menu system and the player moves and selects. as of now battle is very simple. you have Attack power and health. the calculations are supper simple, although very abstracted since there is no numbers shown to the player just bar graphs. I am thinking about making the better more random perhaps. like you have a 75% chance of doing 1 damage. 20% missing and 5% double damage. Title: Re: Submarine Roguelike Post by: Theon on November 23, 2010, 03:00:29 PM The graphical style is simply amazing!
More, MORE! :biglaff: Title: Re: Submarine Roguelike Post by: JasonPickering on November 25, 2010, 02:00:04 PM thank you.
more art coming at ya. basically space will control the game you select a different icon above you like move, attack, or inventory here are some test symbols. (http://img686.imageshack.us/img686/4080/symbolsv.png) how they are all readable. and their will be a in game key that explains each one. Title: Re: Submarine Roguelike Post by: Vinnie on November 25, 2010, 02:35:55 PM I've had my eyes on this, and I'd like to finally say that this looks great. The idea seems pretty neat also.
Those icons are awesome looking. So little pixels, so much detail. What does the top right one represent, jam supply maybe? :P Title: Re: Submarine Roguelike Post by: JasonPickering on November 25, 2010, 02:47:35 PM well you have a "journal" to keep track. so i was either going to use the book or the "ink" it will probably be the book though.
Title: Re: Submarine Roguelike Post by: JasonPickering on November 29, 2010, 09:01:57 PM Inventory:
(http://img257.imageshack.us/img257/9317/mockup023resized.png) 1. the porthole alerts you to the time of day. 2. the inventory itself. you see 3 items now. a health pack to heal a guy. the toolbox to heal the ship. and finally the flash torpedo. this allows you to flee a battle. 3. the people. you are the captain and can hire up to 2 other people. each person has a health bar and a random perk. right now with the 3 there you will get +1 to submarine health, +1 to max air, and +1 to attack power. 4. the health and air bar. the plan now is you are the captain. but you can buy more crew members. this works 2 fold, you need to pay them per day, but they give you perks. also when I add being able to leave the ship you can pick who leaves. granted you could have the captain venture out, but if he is killed its game over, so its best to send out a red shirt. (they may actually have red shirts) other perks I have planned are: + crew health + treasure + photos (photos earn more money) + health packs (heal more) + tool boxes (heal sub more) + barter ( makes stuff cheaper) no idea what this icon can be since it needs to be 5x5. you can pick the your perk, but crew are randomly generated. so there are two types of rooms. treasure rooms and monster rooms. you collect treasure from treasure rooms but each monster you fight will be written about in your journal. but you have an option of taking a photo. this basically takes up your turn allowing the monster a free hit. the museum in town however will pay you for journal entries but pay more for photos. I also had the idea (down the line) of adding a library to the town. there you can check out older journals to see stats from previous runs alright thats quite a lot so whats everyone think. also would you like to be able to see bios for each crew member, that way when you send Johnathan McCoy out to explore a sunken ship you know in the back of your mind he has a wife named Samantha and two 5 year old twin girls Alice and Lexi. it has no game-play bearing it would just be a shame if their father didn't come home cause of your greed. Title: Re: Submarine Roguelike Post by: Brother Android on November 29, 2010, 09:07:36 PM this looks incredible, I back this 100%
Bios sound great, also, I love submarines so much. Title: Re: Submarine Roguelike Post by: Inanimate on November 29, 2010, 09:37:20 PM What a genius concept. Can't wait to play.
Title: Re: Submarine Roguelike Post by: JasonPickering on December 03, 2010, 10:03:48 PM further update!!
Click here to test (http://megaswf.com/serve/81164/) I have updated my control scheme. before i had specific keys for each action. I calculated it would take like 20 keys to play this game. so I switched to the icon idea. left and right cycle through the icons and Z selects. X will be cancel. only the movement works now so let me know what you think. I have also been working on the day/night cycle and the room loading. so right now open spaces are blank, but 2 different floor sceneries appear. Title: Re: Submarine Roguelike Post by: Kuppo on December 03, 2010, 10:10:54 PM This is looking
I envision the mechanic as having the most potential for sympathy. Throughout the game, he does all the maintenance work, while the captain sits idly by the hull breach or whatever smoking his pipe. Title: Re: Submarine Roguelike Post by: deathtotheweird on December 03, 2010, 11:16:46 PM it's a little annoying to have to press z and then the arrow buttons to move. i kept accidentally press the arrow key and changing the mode and having to go back and reselect the move mode. it just doesnt feel natural.
how about press z to lock it in move mode and then press x if you want to go back and choose another action. Title: Re: Submarine Roguelike Post by: JasonPickering on December 04, 2010, 07:01:40 AM @allen
yeah I had the same problem about pressing Z, but i figured you wouldn't just be moving from place to place cause you would be fighting monsters and stuff. but I never thought of doing a locked control scheme. I am definitely coding that today. Title: Re: Submarine Roguelike Post by: JasonPickering on December 04, 2010, 10:10:49 PM here's some more art for you.
(http://img151.imageshack.us/img151/5910/crew2.png) your two crew members will be dressed like this. all the heads will be randomly selected so crew members will be different each time. also you will be able to choose your captains face. so far a crew member will have a randomly chosen * face * perk and possibly * name * bio any favorites? also is it rather racist and sexist that I only have white anglo-saxon men it seems. should I perhaps expand this. the reason against female faces is I don't want to have to make separate body types. and when they have captain hats on you wont notice they are women, and I only worked on getting one skin color so far. Title: Re: Submarine Roguelike Post by: deathtotheweird on December 04, 2010, 10:19:38 PM also is it rather racist and sexist that I only have white anglo-saxon men no Title: Re: Submarine Roguelike Post by: Xion on December 05, 2010, 01:13:38 AM nah, but maybe some more skin tones would be nice, if not for ethnic diversity then for mere visual variety.
Title: Re: Submarine Roguelike Post by: Kuppo on December 05, 2010, 11:56:12 AM It's not a large priority, but if you get around to it, varying skin tone and sex would add more to the roguelike spirit.
Title: Re: Submarine Roguelike Post by: Inanimate on December 05, 2010, 11:58:20 AM nah, but maybe some more skin tones would be nice, if not for ethnic diversity then for mere visual variety. It's not a large priority, but if you get around to it, varying skin tone and sex would add more to the roguelike spirit. Yeah, I was about to say that it would make for a lot more fun randomization. Title: Re: Submarine Roguelike Post by: James Edward Smith on December 05, 2010, 04:09:19 PM I'd like to get a black, hispanic, indian, etc, etc guy everyonce in a while. It would add more variation and personality to the randomly generated guys you get; like X-COM had.
Title: Re: Submarine Roguelike Post by: JasonPickering on December 05, 2010, 04:49:10 PM alright so thats definitely going in.
here is a question guys. I am trying to figure out how to use lighting as a gameplay aspect. usually the games like this use lighting to obscure hidden areas, but that doesn't work with this room based game system. so any ideas for lighting. I was thinking maybe that lights on give a 25% chance in bigger monsters, but lights off give a chance in damage during travel. but this seems really silly. any ideas guy? I need to figure out how to get Pros and Cons for the lighting system. Title: Re: Submarine Roguelike Post by: Xion on December 05, 2010, 08:10:42 PM
Title: Re: Submarine Roguelike Post by: James Edward Smith on December 06, 2010, 07:35:48 AM I think that lighting could still work as a way to find obscured areas, even with your room based system. Light's on all the time would mean attracting more attention but lights on in the right rooms would reveal paths to otherwise unlocatable rooms.
Title: Re: Submarine Roguelike Post by: JasonPickering on December 08, 2010, 10:29:28 AM wow thanks guys.
so while building this I keep trying to figure out what the goal is. I have been looking at a lot of board game Dungeon Crawls to see what ideas they use as goals aside from the standard kill monster A. so here are some ideas 1. you are given a set amount of days and must go out, collect treasure and explore. You must be back on time though. the goal is to see how much money you can make. 2. you are given one expedition. you start at town with $1000 and spend as much or as little as you want. from then on you go out and when you come back to town the game is over. there will be a boat on the surface randomly though that will sell you stuff. with this idea though I would add "food" so the player must keep food up by killing animals and buying supplies. any comments? anything other ideas? Title: Re: Submarine Roguelike Post by: JasonPickering on December 11, 2010, 09:11:22 PM New UI. combat is in. working on inventory now. then moving on to the crew.
(http://img543.imageshack.us/img543/3204/mockup021resized.png) so got the action icon (oooo attack). sub health, air level, fuel level, and the 3 crew healths. fuel will be your time limit. Title: Re: Submarine Roguelike Post by: Sakar on December 11, 2010, 11:48:00 PM Awesome work you've done so far :monoclepop:
I am definitely keeping an eye on this project Title: Re: Submarine Roguelike Post by: JasonPickering on December 14, 2010, 07:47:26 PM still working on this but taking a small break to port my previous Aeronaut game to Ipod. so i figure I might tantalize this.
oddly enough the game is no where near Innsmouth. (http://img42.imageshack.us/img42/1200/deepone.png) Title: Re: Submarine Roguelike Post by: oyog on December 14, 2010, 08:11:25 PM I just tried the movement engine test and it looks good, but I think there's something wrong.
I can't seem to get out of the water... Sorry, I was just reading the terrible joke thread. :facepalm: Title: Re: Submarine Roguelike Post by: JasonPickering on December 17, 2010, 05:59:20 PM Update!!
Click here to test (http://www.swfcabin.com/open/1292633642) so you can move around, fight some things, the ocean is still pretty empty. nothing to exciting, but its starting to take shape. next I need to add items and a town. Once I get that done. I should have the basic engine and then its just filling the world with stuff. other stuff I have been thinking about for later: 1. players collect ores and crystals 2. these materials can be used to build items from plans. (some plans will be hidden) 3. I am thinking everything from sub upgrades to robots. Title: Re: Submarine Roguelike Post by: lasttea999 on December 18, 2010, 12:14:51 PM Seems a bit overly simple at the moment, but definitely looking forward to updates!!
Title: Re: Submarine Roguelike Post by: kario on December 18, 2010, 06:09:51 PM :addicted: :handclap:
this [/s]was[/s]is Title: Re: Submarine Roguelike Post by: JasonPickering on December 18, 2010, 09:31:50 PM lasttea999: what do you mean by overly simple? is it because I don't have much in the game so far or do you have some ideas on making it better now.
Kairo: thank you sir. Title: Re: Submarine Roguelike Post by: deathtotheweird on December 18, 2010, 10:33:24 PM new UI and movement controls are great :handthumbsupL:
Title: Re: Submarine Roguelike Post by: JasonPickering on December 19, 2010, 08:56:30 AM thanks allen. so I was thinking and two thing I wanted in the games were Deep Ones and Atlanteans. I figured you could fight them, but now I am thinking more and I was thinking about what if they were other races. you could visit their towns and then they would give you special bonuses. perhaps the Atlanteans can make amazing machinery for your sub. stuff like that.
Title: Re: Submarine Roguelike Post by: Altemore on January 02, 2011, 02:04:49 AM Conspiring with deep ones?! I guess there could be some humour to it, talking with the inbred fishmen. Sort of like meeting the banjo-boy in deliverance. They should also take a hint from deliverance in that adventuring around the town/hub/cave of the deep ones should have a chance of encountering them in battle. That way they become the faction that you can't really trust, distinguishing them neatly from the (peaceful and fey?) atlanteans.
I like the movement engine, though I worry the sub is too big relative to the things you might feasibly want to display next to it. It takes up basically half the screenspace that isn't UI, so it won't easily be dwarfed by any of the larger denizens of the sea, giant squids etc. :handthumbsupR: Title: Re: Submarine Roguelike Post by: Inanimate on January 02, 2011, 01:07:46 PM Deep Ones could give you amazing bonuses and powers with amazing drawbacks / costs, based around mutations, organic technology, and arcane magics.
Atlanteans could simply be powerful magitech upgrades, that instead give you small boosts or smalelr abilities. Title: Re: Submarine Roguelike Post by: lasttea999 on January 02, 2011, 01:48:43 PM lasttea999: what do you mean by overly simple? is it because I don't have much in the game so far or do you have some ideas on making it better now. Ha ha, sorry for not seeing this for so long! For the most part, by overly simple I meant that you don't have much in the game so far. I want to see more content such as more actions that the player can take, a good inventory system, etc... But I'm sure stuff like that is on the way! Title: Re: Submarine Roguelike Post by: JasonPickering on January 14, 2011, 09:51:30 PM still working on this but going back to a more simplistic idea. I was worrying a lot about combat and all that and I wanted my initial goal to be exploring this huge underwater world, not fighting monsters. so I cut the combat out completely fr the time being. I am just focusing on the world building and exploration right now. the only thing I am afraid of is there is only so much I can add. like for example:
the first time you find Atlantis is going to be crazy. you discovered a lost city! On your second play through if you find Atlantis it wont be as exciting so how do I keep that excitement of discovery each game. |