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View Poll Results: Are you interested?
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Yes, I'll help develop a Dominions Roguelike!
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9 |
13.85% |
Yes, I'll play a Dominions Roguelike if someone develops one.
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39 |
60.00% |
No, I'm not interested.
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4 |
6.15% |
What's a Roguelike?
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12 |
18.46% |
What's Dominions?
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1 |
1.54% |
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September 7th, 2004, 06:14 PM
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Corporal
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Join Date: Jul 2004
Location: clemson, sc
Posts: 55
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Re: Gauging interest in a Dominions Roguelike...
Hmm .. my problems with Angband.
You got all three of them.
1) Inventory limits. It makes a degree of sense, but I prefer the multi page setup, perhaps w/ an ADOM & Angband style equip page. (That's how Dom2 does it, instead of the Nethack noted item system.)
2) Magic system. I'll probally ***** regardless. I've always like the theory under the Ultima runes system. And told myself if I tackled this I'd allow HERO system style combination of forms (shape of spell), elements (effects of spell), and special effects (what it looks like.) Potentially extremely flexible, but difficult.
The DOM2 mimic would have pre-written spells which become available when you have paths and knowledge.
3) By pacing, I feel Angband is too SLOW, not too fast. You can get fairly deep into Nethack or ADOM in a few hours. To reach the equivalent place in Angband takes weeks.
For personal RPGs I vastly prefer spendable upgrades (HERO or HeroQuest) to D&D style discrete jumps, but I understand how that's easier to code.
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How are you thinking of structring the game? Ye olde dungeon descent? Wandering the land? One thought I've had, a Roguelike RTS. (Of course, not RT.) Each char represents big monsters, units of troops, or important folks w/ bodyguard. Depending on direction AI you could order your folks to fight other folks.
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I'm trying to learn C# myself.
Rylen
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September 7th, 2004, 08:07 PM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
Posts: 300
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Re: Gauging interest in a Dominions Roguelike...
Quote:
rylen said:
How are you thinking of structring the game? Ye olde dungeon descent? Wandering the land? One thought I've had, a Roguelike RTS. (Of course, not RT.) Each char represents big monsters, units of troops, or important folks w/ bodyguard. Depending on direction AI you could order your folks to fight other folks.
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Go and play a summoner in Crossfire.
I find it sad that Ed decides against the cool combatsystem of Dominions. I'd certainly like a more complex combat system than "run into this and see if you hit, and then it runs into me". Anyone ever played the roguelike Omega? That was a combatsystem I found pretty entertaining. You had several actions per attack (determined on your skill) and had to chose how many actions of those go into attack, defense, parry, block, riposte, dodge, etc, all dependent on your skills and equipment. Very exciting, and made playing a fighter just as fun as playing a mage.
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Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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September 7th, 2004, 11:40 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
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Re: Gauging interest in a Dominions Roguelike...
"Against the cool combat system of Dominions"? What factors from Dominions' combat could be incorporated into a roguelike? I already said I was planning on including protection value, albeit as dice so weaker creatures have at least a chance to damage heavily armored creatures... what else did you have in mind?
Oh, yes, I was planning on "ye olde dungeon descent" (  ), just because it seems the easiest to implement and balance - ye olde monster strength and ye olde item power should be directly related to ye olde dungeon depth, right?  I always hated it in games like ToME where you could suddenly run into level 35 monsters when you were only at level 10, just becasue you happened to wander into the wrong square on the overworld map!  (Of course, I still like ToME for a lot of other reasons  )
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The Ed draws near! What dost thou deaux?
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