Page 1 of 1

Half Life RPG Level Type

Posted: Thu Feb 23, 2006 12:08 pm
by The Fury
I have started working on the half life rpg again. Currently, I dealing with rebalancing the entire monster list. It is a real pain. :)

I am trying to decide whether I want to have actual designed levels, or having them all randomly generated. What do you all think?

Posted: Thu Feb 23, 2006 1:06 pm
by Guest
Depends. Will it be like the Doom Roguelike? If so, the RPG part is rather negligent and mostly random levels should be ditched in favor of a more structured and fast gameplay. If there are heavy RPG elements you should probably stick with roguelikeness... although special levels would be nice for a halflifeesque feel. You can't hope to create the intensity of a facehugger shock moment with ascii graphics, after all.

Posted: Thu Feb 23, 2006 3:07 pm
by The Fury
There will be some rpg elements, but it will play more like neverwinter nights than anything else. I think that there may be a few random levels, but overall, it will play like neverwinter.

Besides, balancing something like that will be a lot easier. :)

At the moment, I am working on filling out the monster list, and making sure that everything is strong enough to be a challange, but weak enough that you don't die every time you try to fight it.

Posted: Thu Feb 23, 2006 5:06 pm
by The Cosmic Gerbil
I voted for all special levels.

What is Neverwinter Nights like?

Cosmic Gerbil (r)

Posted: Thu Feb 23, 2006 5:09 pm
by The Fury
FUN!!!

Dual wielding, and all that fun stuff. There is a demo on gamespot.

Posted: Thu Feb 23, 2006 5:45 pm
by The Cosmic Gerbil
Cool, I'll check out the demo. I know NWN has mindflayers in it (darn...no cute emoicon ) ;)

Can't wait for the next update of Half Life :D

Cosmic Gerbil (r)

Posted: Thu Feb 23, 2006 7:29 pm
by Guest
Huh. A Half-Life RPG really sounds fun, and I'd love to see it, but you're gonna have do some serious scripting and plot development in your game if you want to offset the flaws Neverwinter Nights had... Namely repetitive gameplay and extremely long, weak quests.
I've played NWN and, frankly, I never even managed to get beyond third chapter more than one, because I was so extremely bored. It's not considered one of the weaker games Bioware did without a reason. I wonder how you are going to create replay value without the extensive RP and random dungeons roguelikes usually have?

Posted: Thu Feb 23, 2006 7:48 pm
by The Fury
I am still working on the plot aspect. It really depends on how it all goes. Right now, I am focusing on getting some balanced monsters, objects, and races in the game.

Then I can decide how I want the rest of the game to actually play.

It will be interesting, that is for sure.