Creating a module set in the DR WHO universe

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Redragonfly
Posts: 2
Joined: Wed Apr 17, 2013 11:16 am

Creating a module set in the DR WHO universe

#1 Post by Redragonfly »

As a first time module maker I'm creating a module set In The <DOCTOR WHO>/Torchwood universe. Early stages yet but here's a few thoughts about this project. I welcome any feedback, suggestions or ideas. :D

After some helpful advice from DarkGod. Start small!

The @ ...it moves
I now have a reworked version of the example module nothing mindblowing but it does *run*. (After I broke the module a couple of time by leaving out quotation marks and other punctuation).

The Classes are Timelord and UNIT soldier.
The Kobolds are now Daleks.
Acid spray has become Sonic Screwdriver attack(?)
The majority of changes have been merely cosmetic but useful for getting a feel for use/misuse of the LUA files.
Created a new damage type "sonic"
Tweaks talents nothing earth shattering but learning through doing is king.

On the DR WHO Wiki it lists 120 or so monsters so no shortages of inspiration there I am looking forward to coding up some Weeping Angels and other beasties. As for locations well most of Dr Who is Running down corridors. I am thinking of taking a page out of Darren Greys Book from Toby the Trapper The Doctor doesnt hack into enemies with a big sword (David Tenant aside), indirect attacks eg shorting out nearby equipment to stun enemies will be an interesting challenge. Well back frankensteinian disection of other Modules for precious code. Anythoughts welcome. :) Allons y

darkgod
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Re: Creating a module set in the DR WHO universe

#2 Post by darkgod »

Geronimo !
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Grey
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Re: Creating a module set in the DR WHO universe

#3 Post by Grey »

Sounds very cool! Feel free to cannibalise any of my games :) And get used to breaking the T-Engine a lot... ;) Don't be shy about asking questions, there's lots of people around happy to help.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Redragonfly
Posts: 2
Joined: Wed Apr 17, 2013 11:16 am

Re: Creating a module set in the DR WHO universe

#4 Post by Redragonfly »

Thanks guys. Will definitely be taking a good look at your games Grey, scalpel at the ready. Im really starting to get the hang of breaking the T-Engine. The logs are quite helpful for a post mortem :) I also looked at the Temporal Talent tree from Tome... yikes :shock: timey wimey, I'll start with basic talents for now lol. Might approach this bit like a 7DRL to get a foundation in place. And brush up the lua. Notepad++ very helpful for reading these lua files. Working on getting something uploadable to give bit of an idea on where its going. The forums and IRC are very helpful, Cheers >|<

veryalien
Posts: 1
Joined: Sun Jun 30, 2013 6:25 pm

Re: Creating a module set in the DR WHO universe

#5 Post by veryalien »

I know going quiet for a few weeks might not mean anything. But does anyone know if this, or any other, Doctor Who module is being developed?

Only 2 posts from Redragonfly, is he hard at work? Or has something else happened? I know how it is when people have an idea, lots of enthusiasm to begin with...and then there are the problems...it get's difficult...and the dreams evaporate... I too am full of ideas and then....

Yes, this is my first post here...I've been lurking, listening to roguelike radio and all the other goodies I've found around the world of roguelikes. Fascinating stuff!

I'm one of those tricky customers...I was a developer for over 20 years and then, for my sins, I moved into Quality Assurance about 10 years ago! Hence, I'm a bit surprised that, as a roguelike engine, there isn't more lengthy documentation and tutorial material for the t-engine. Or am I just not looking hard enough?

Most people seem to be saying read, cut-n-paste bits and hack pieces of the ToME lua code to get what you want. But some of the basic roguelike mechanics don't really fit with the Doctor Who universe. Exploration - yes, hand.to-hand combat - not really. So, in my opinion, this would need an awful lot of hacking and slashing of code and creation of new mechanics...and not just renaming ToME monsters to Doctor Who versions with similar characteristics.

However, I'm very interested in getting into the t-engine myself and most of the aspects that Redragonfly mentioned sound very relevant to any Doctor Who roguelike. For example, a non-combat kind of approach would fit better with the Doctor's overall character. Like stealth in Sil? More along the lines of trying to defeat enemies with logic and only resorting to combat when all other options have been exhausted.

I'm no stranger to games, but of a completely different universe... I make the playable wiki version of a very popular unofficial free game called 'The Doctor Who Solitaire Story Game'. Originally it was a Print 'n Play PDF booklet-based game played with paper and dice. I'll get shot for the following statement but, in a couple of sentences: It's like a fighting fantasy/lone wolf/fabled lands/choose your own adventure gamebook rpg type game. Each game is an adventure with the Doctor and his companions trying to defeat an enemy by working out what their evil plan is and stopping them before it's too late. We've got 4 core booklets including the basic rules and about 25 expansion booklets that cover the 50-year TV series and we are now converting them, one each week, into wiki form to allow people to 'play' online. It's not a wiki with tutorials about playing the game, the wiki is the game! I'm pushing the wiki envelope and gradually adding a game layer on top of the wiki pages to make it a playable wiki with a dice roller and things you can't do on paper, or in PDF booklets. The next steps will be online character sheets, game stats and stories of game sessions all stored within the wiki framework and used by the online community.

One day I had a random thought that I could also make a more dynamic complementary vaugely roguelike game using old-school 'ASCII' graphics which would might fit with Doctor Who and all of the classic Doctors from 1963 right up to today. When I saw the t-engine ASCII mode, but still including all of the snazzy particle effects, I thought that I had a good fit! I've been looking through various 'internet-enabled/browser-based' roguelike implementations in Javascript, Java, etc. But the t-engine and the online server 'extras' also seem like a very interesting route to take. If I really want to get my hands dirty and target many platforms I could think about Phonegap and make something from scratch with HTML, CSS and Javascript. Yes, I'm keeping all of my options wide, wide, wide open!

But alas, I live in the real world, this ain't ever going to happen in 7 days!

The game will be set in a particular part of the Doctor Who universe, which I will keep under wraps for now. But if, and that should be a big IF, I ever get any further alongside my Solitaire Story Game tasks I just might announce something by August for the module contest!

So, if Redragonfly or anyone else, has any info about Doctor Who and the universe of roguelikes, especially if anything has been attempted before, I'd be very interested in their comments!

Neil

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