ToME: the Tales of Maj'Eyal

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PostPosted: Tue Feb 28, 2012 6:18 pm 
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Loremaster

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It's not traditional, but its been done in a 7drl before. Personally I think it ruins the fun of the procedural levels, but it's up to you how to design your game :-)

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PostPosted: Tue Feb 28, 2012 7:48 pm 
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Hello Grey,

thank you for answering so fast. Now everything is quite clear to me. Maybe I should rethink some stuff, but time is quite short until March 10th, 2012. :-)

I am up to the challenge anyways.

Thank you for giving all these answers and have a nice time until March 10th,

CLW


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PostPosted: Tue Feb 28, 2012 8:43 pm 
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Sher'Tul

Joined: Mon Jun 13, 2011 4:10 pm
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eliotn wrote:
Do you mean that the monster has an idea of where the player is to go investigate? Interesting idea.

One idea could be the ability to make noise to distract monsters.


Actually, basic stealth vs. perception checks will just handle targets in line-of-sight, though I'd like to add things like sound and telepathy (which might function very similarly). I want the player (and the enemies!) to be able to skirt around foes in a margin without worrying about ever being detected, but to know that in some range, there is a chance they will be seen, and in a smaller range, it is guaranteed. Granted, a lot of factors go into perception. I do want the AI to investigate places where the player might be. Distractions will definitely be a feature, some intentional (noisemakers), some unintentional (squeaky floor traps), some incidental (foes crying out when hit, clattering of items on the ground, smokebombs breaking line-of-sight but also causing foes to become more suspicious).

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PostPosted: Tue Feb 28, 2012 9:05 pm 
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I would personally say that the stealth mechanics should involve no chance, and the mechanics should be transparent. It's no fun to be discovered without knowing why or based on a bad dice roll.

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PostPosted: Tue Feb 28, 2012 10:27 pm 
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Sher'Tul

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I'm sort of leaning that way. However, randomness lets the game be a little more tactical and a little less geometric.

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PostPosted: Wed Feb 29, 2012 7:03 pm 
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Wyrmic

Joined: Mon Sep 26, 2011 1:49 pm
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If you want stealth to be deterministic, you can make it so that being in an enemy's sight for x rounds is detection. Terrain can possibly add modifiers.
Randomness can be a good idea, but it really depends on how you want the game to feel. Decreasing the amount of randomness will give the game a more chess like feel, where prediction can be used to great effect. Randomness can be used to make the game unpredictable and add suspense, but it can be annoying when the player does not have access to probabilities.

Anyways, here are some suggestions for items/effects to include:

-Illusions, that distract monsters as they try to attack them. Alternatively, summons (if you want destroying opponents to be viable).
-A portable hole that makes you imperceptable, but reduces your FOV radius and only lasts a little bit of time.
-Teleportation
-Amnesia, the opponent forgets about you and must try to detect you as though they didn't see you in the first place.
-Blindness, the opponent can't see but might be able to hear you.


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PostPosted: Tue Mar 06, 2012 10:01 pm 
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Wyrmic

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I am going to start my 7drl soon and prematurely (I will announce it in several different places when I do). The title will be autistic exchange. I am going to try to focus on creating a good economical game. I will also enter it in the experimental gameplay project at the same time. http://experimentalgameplay.com/ I already joined https://gitorious.org and plan to be updating my project there.


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PostPosted: Thu Mar 08, 2012 9:57 pm 
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Loremaster

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For those considering entering, this episode of Roguelike Radio may have some helpful advice:

http://roguelikeradio.blogspot.com/2012 ... -7drl.html

"How to Make a 7DRL", with some special guests including the most renowned 7DRL-maker Jeff Lait.

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PostPosted: Sat Mar 10, 2012 7:36 pm 
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I'm starting my game now - entitled Rogue Rage, with the focus being exclusively on making bump to attack exciting.

Good luck to everyone else taking part!

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PostPosted: Sat Mar 17, 2012 7:55 pm 
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I have failed :( I'm quite ashamed. Alas, I didn't pay attention to my own advice from the podcast and got too distracted. Biggest failure was underestimating how long it would take to code individual enemies for all zones (and all the ensuing bugs that cropped up).

However the game in its current state contains some definite elements of fun, so you may want to check it out. There's no in-game help beyond the commands listed in the Escape key menu, but I include a readme and the design doc with mechanics details for people to peruse. Look out for a full release in the coming weeks.

T-Engine module for b38:
http://gruesomegames.com/roguerage-mod-failure.zip

yufra and Goblinz, I'm expecting you to hold the torch now!

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PostPosted: Sun Mar 18, 2012 1:55 am 
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Module Developer

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Quote:
yufra and Goblinz, I'm expecting you to hold the torch now!


The torch has been carried. I am mostly done and I have 17 hours left to find bugs. but its playable and winnable and its possible to have a no bug player through.

here is the separate thread viewtopic.php?t=33375&p=130227#p130227

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