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View Poll Results: Are you interested?
Yes, I'll help develop a Dominions Roguelike! 9 13.85%
Yes, I'll play a Dominions Roguelike if someone develops one. 39 60.00%
No, I'm not interested. 4 6.15%
What's a Roguelike? 12 18.46%
What's Dominions? 1 1.54%
Voters: 65. You may not vote on this poll

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  #41  
Old September 13th, 2004, 01:19 PM
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Default Re: Gauging interest in a Dominions Roguelike...

There are few possibilities that can be viewed as "difficulties" that can be chosen in-game.

First we had the view of you being a servan of one Pretender, trying to help him in the Ascension Wars by killing one, or all!, of his enemies.

Then there is the possibility of you trying to become a pretender yourself. This would not give you the benefit of help in the beginning, and would not give you any powers faith or the pretender you are serving might give you.

You might also be trying to kill/help the Great One, but (s)he would just be a pretender-powered entity that succeeded once a long time ago, and this isn't really that different.

We also have had some ideas for vaults and special Places of Power. Magic sites defended by appopriate beasts and creatures is one, nation-spesific levels another, well known players is interesting (:-o !) but hard to do and might not be worth the effort. Of course, Gandalf's Random Circus would be intersting...

If Ed would be to implement many of these, the game would most probably need a world map. And a world map would have to have different terrains in it, from plains and fields and forests... to underwater!

Also, as I said earlier, newsgroup:rec.games.roguelike.developement has much of discussion, and people, that would probably be more of help to Ed than we. And many ideas that, if he sees them, might make him want to implement them and rewrite to game only to discover the next one and the find another and... So, let's not tell him about that discussion about 3d-dungeons implemented in ascii by different colors...

Also, I think if and when Ed gets a nice list of spells he should post it in this forum and let us rip it apart before he implements them. What is thematic, what is not, what "colour" should each spell be... Options are many. I am not going to post my half-a-dozen ideas I have had after I read the list of what, 30?, spells before the work is well going... Ed has enough pressure on his shoulders as is!
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  #42  
Old September 15th, 2004, 05:30 PM
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Default Re: Gauging interest in a Dominions Roguelike...

Hmm, I better bump this thread. Perhaps it should be made sticky
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  #43  
Old September 15th, 2004, 09:26 PM
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Default Re: Gauging interest in a Dominions Roguelike...

Sticky?
Trying to prod me into working on the game again, eh?
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  #44  
Old September 16th, 2004, 03:55 AM
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Default Re: Gauging interest in a Dominions Roguelike...

Yup!
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  #45  
Old September 16th, 2004, 10:53 AM

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Default Re: Gauging interest in a Dominions Roguelike...

Well (long time no seeing all here)
If anyone is interested in seeing a multiplayer Grapical Rogue like game then maybe look at daimonin.net wich is an open source Mmorpg.

Well if really dedicated this might could be the frame to make the dominions2 MMorpg Rogue like game!
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  #46  
Old October 7th, 2004, 03:11 PM
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Default Re: Gauging interest in a Dominions Roguelike...

Sorry for the lack of updates; I've just been sucked into other things, including a new job and a universal XML schema based Malfador data manipulation library, whatever the use of that would be

I was thinking maybe it WOULD be better after all to start with an Angband base instead of trying to recreate Angband from scratch, so I was taking a look at ToME, which is one of my favorite roguelikes, and which also happens to have a most excellent Lua-based modding system! Unfortunately, this modding system is not all that well documented, and I know nothing of Lua, so I'm just having to play it by ear. So, my question is, is there anyone around here who's created a ToME module, or even just worked with Lua or Angband at all who would be interested in helping out, assuming I do end up getting this project back up on its feet?
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  #47  
Old October 7th, 2004, 04:52 PM

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Default Re: Gauging interest in a Dominions Roguelike...

I dont know anything about Lua, but I messed around with the angband source a long while back. If it hasn't undergone some kind of massive code reorganization, you honestly might be better off starting from scratch on that front. It was a morass of confusing code IIRC.
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  #48  
Old October 8th, 2004, 08:39 AM
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Default Re: Gauging interest in a Dominions Roguelike...

Well I wouldn't be messing with the source anyway, only the script and data files - ToME has a pretty powerful scripting system
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  #49  
Old October 9th, 2004, 02:37 PM
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Default Re: Gauging interest in a Dominions Roguelike...

I'd be interested in helping, but I can only assist w/art, game balance and concept/development, as I can't code to save my life. I'd be happy to weigh in at a later stage, though.
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  #50  
Old December 6th, 2004, 10:34 PM
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Default Re: Gauging interest in a Dominions Roguelike...

DUHHHHH!!!!!

I should just buy a copy of Shrapnel's very own homebrewn DUNGEON ODYSSEY game, and start from there! It's pretty close to being a roguelike... if you discount the realtime factor, but then maybe it's moddable to make it turn-based or at least pauseable realtime like SE5 is supposed to be, I really haven't looked into it much yet

(is "homebrewn" even a WORD? )
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