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876890 Posts in 32835 Topics- by 24277 Members - Latest Member: aetherX

May 18, 2013, 01:47:41 AM
TIGSource ForumsDeveloperFeedbackDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 32391 times)
DustyDrake
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« Reply #435 on: May 30, 2012, 08:57:00 AM »

For the player walking over to the stairs, perhaps the grid could fade away, like the dungeon is magically cursed to walk on the grid or something, and when the grid fades away he can just walk straight to the stairs
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JasonPickering
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« Reply #436 on: May 30, 2012, 11:58:59 AM »

That could work. Or I could just Auto Path the player to the exit. so the player doesnt even need to click anymore.

I am working on a fix for the enemies that cover each other now, so we will see what I can come up with tonight, I have some ideas, just need to run them through the prototype phase.
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JasonPickering
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« Reply #437 on: May 31, 2012, 07:45:09 PM »

So working on a way to fix the Movement problem and give the player some special moves. Right now I am trying to figure out how the skills are activated. couple options are:

1. Player is given 2 Skills at the beginning, the skills are randomly chosen.
2. Player finds items.
3. Special things happen when a player kills a monster (gets another turn, can not be killed)
4. Player can use their special by standing on a special tile only.

The main game focus is the players movement so I would like to incorporate that into the skill system somehow. in fact here is my design philosophy.

Game Design Philosophy
- All Enemies and Players Are Different
- Game Should focus on Player vs Enemy Position
- Balance of the players, so there is no best choice
- Viable Strategy Choices.


So working on Making everything feel different, yet balanced. Its going to be super tough. Any thoughts on the skill system?
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DustyDrake
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« Reply #438 on: May 31, 2012, 08:56:06 PM »

Perhaps you could choose a class to limit the pool of skills you can receive?
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Ouren
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« Reply #439 on: June 01, 2012, 12:08:04 AM »

adorb!
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JasonPickering
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« Reply #440 on: June 01, 2012, 05:56:53 AM »

well actually I was thinking of doing something like in the small world Boardgame. Give the player a few characters to play as and then let them go.



in that game it randomly puts two words together and each has a special power. so for example perhaps in my game I have a Frost Wizard. The Frost wizard can freeze an enemy and swap places with an enemy. I can also have a Frost Elf, He can Freeze an Enemy and take two turns in a row. Or I can have a Flame Wizard, who can swap places and throw a fireball. this will mean the player can have a wildly different character each time because of their specials. The One thing I worry about is a feeling of player progression though. Usually in a game the player gets to feel themselves getting stronger, but I hope that the dungeons are fast enough that the Player wont worry about it.
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obsidian_golem
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« Reply #441 on: June 01, 2012, 06:21:47 AM »

I think that the player should not be able to choose his class. That way players are forced to try a different strategy each time. This would help keep away boredom caused by players always choosing the same class.
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KomradeJack
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« Reply #442 on: June 01, 2012, 06:26:34 AM »

I think players should be able to pick their class.  They shouldn't be forced into any decision like that.  If they are forced to play a class they dont understand and it goes badly then in their mind: "the game sucks", end of story.
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www.jackmenhorn.com
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obsidian_golem
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« Reply #443 on: June 01, 2012, 06:29:24 AM »

I think players should be able to pick their class.  They shouldn't be forced into any decision like that.  If they are forced to play a class they dont understand and it goes badly then in their mind: "the game sucks", end of story.
I know of at least one player(me) who would choose the same class every time. It would get dull after a while. Maybe a quickplay mode which chooses for you and another which allows you to choose?
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JasonPickering
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« Reply #444 on: June 01, 2012, 06:50:28 AM »

well I was actually thinking of again doing something similar to Small worlds of perhaps randomly making 3 guys and letting the player choose one of the 3.
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KomradeJack
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« Reply #445 on: June 01, 2012, 07:06:28 AM »

That would be more fair I think.
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www.jackmenhorn.com
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rek
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« Reply #446 on: June 01, 2012, 10:48:52 AM »

well I was actually thinking of again doing something similar to Small worlds of perhaps randomly making 3 guys and letting the player choose one of the 3.

Or maybe let them pick half of the class and randomly select the other.

I'm glad you're restoring a bit of gameplay depth to this.
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JasonPickering
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« Reply #447 on: June 01, 2012, 10:57:11 AM »

Yes. I don't want the game to be completely shallow, but I also don't want to add a lot of unneeded things simply for the sake of having stuff.
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JasonPickering
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« Reply #448 on: June 01, 2012, 06:10:28 PM »

so Doing another test with somewhat Larger Levels. here is the cave generations test

Cave Test

Press Space for new cave, and move around with the Arrow Keys. the screen wont be this zoomed out if I do go this route though.
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Swaggermuffin
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« Reply #449 on: June 01, 2012, 06:17:17 PM »

I believe you've got a glitch there, sir. No player character, and the caves only seem to generate on the bottom right quadrant. I'm playing it in Chrome on Windows Seven, in case thats relevant.
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