Multi-character parties
Posted: Mon Dec 13, 2010 9:33 pm
So, now that the primary emotional connection to ToME is gone (alas, poor Tolkien--but I still love the game!), I was wondering if there was another chemical bond that could be put in its place.
And I had it: let's have more than one @!!! Like in the old adventure games!
There is one roguelike which already has a multi-character party built in: Guild. (See http://www.roguetemple.com/guild/.) It was at a very basic stage--really just proof of concept. But it did it surprisingly well. The user interface was a bit rough, but it worked. Experience is shared by various rules, and you can hand things between players, and cast spells on other players, and push past players, and so forth.
In general, there are two interface options for controlling a party:
(1) allow the player to control each of the four characters individually
(2) allow the player to control only one character, giving the other three general guidance to be interpreted by the AI (defense; stay; wander), but allowing the player to switch between characters in some cases.
There are a variety of issues with this. Do the characters need to all be within a few tiles to go down stairs together? If they aren't, do the characters that aren't just wander the dungeon, or try to catch up, or... If a character dies, how do you get a new one? At the town? Does he start at level 1? Are the monsters easier if you try to tackle them just alone without a party? Old games like Ultima solve this by effectively having the party all be in the same place all the time. A roguelike could send a thief and archer around the long way to make a flanking maneuver; and if it goes bad, what happens when the warrior and mage need to escape up the stairs?
But I think that, if the user interface were to be worked out well, this could catapult ToME immediately into being one of the major roguelikes, along with adom and dcss, etc. A party would add untold possibilities for interaction between characters, new needs for spells, crazy possibilities for sacrificing characters, a bit of a blurring of the permadeath aspect of roguelikes (a party could last for a long time: "it's my favorite hammer--i've changed the head four times and the handle three times"), etc.
This would be a very exciting development. Just wanted to put it out there!
And I had it: let's have more than one @!!! Like in the old adventure games!
There is one roguelike which already has a multi-character party built in: Guild. (See http://www.roguetemple.com/guild/.) It was at a very basic stage--really just proof of concept. But it did it surprisingly well. The user interface was a bit rough, but it worked. Experience is shared by various rules, and you can hand things between players, and cast spells on other players, and push past players, and so forth.
In general, there are two interface options for controlling a party:
(1) allow the player to control each of the four characters individually
(2) allow the player to control only one character, giving the other three general guidance to be interpreted by the AI (defense; stay; wander), but allowing the player to switch between characters in some cases.
There are a variety of issues with this. Do the characters need to all be within a few tiles to go down stairs together? If they aren't, do the characters that aren't just wander the dungeon, or try to catch up, or... If a character dies, how do you get a new one? At the town? Does he start at level 1? Are the monsters easier if you try to tackle them just alone without a party? Old games like Ultima solve this by effectively having the party all be in the same place all the time. A roguelike could send a thief and archer around the long way to make a flanking maneuver; and if it goes bad, what happens when the warrior and mage need to escape up the stairs?
But I think that, if the user interface were to be worked out well, this could catapult ToME immediately into being one of the major roguelikes, along with adom and dcss, etc. A party would add untold possibilities for interaction between characters, new needs for spells, crazy possibilities for sacrificing characters, a bit of a blurring of the permadeath aspect of roguelikes (a party could last for a long time: "it's my favorite hammer--i've changed the head four times and the handle three times"), etc.
This would be a very exciting development. Just wanted to put it out there!