Half Life RPG Level Type

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What style of levels should the Half Life RPG have?

Randomly Generated, just like TOME and Angband
1
33%
All Special Levels, like Neverwinter Nights
2
67%
 
Total votes: 3

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The Fury
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Half Life RPG Level Type

#1 Post 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?

Guest

#2 Post 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.

The Fury
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#3 Post 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.

The Cosmic Gerbil
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#4 Post by The Cosmic Gerbil »

I voted for all special levels.

What is Neverwinter Nights like?

Cosmic Gerbil (r)

The Fury
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#5 Post by The Fury »

FUN!!!

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

The Cosmic Gerbil
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#6 Post 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)

Guest

#7 Post 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?

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#8 Post 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.

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