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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% |
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Yes, I'll play a Dominions Roguelike if someone develops one.
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39 |
60.00% |
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No, I'm not interested.
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4 |
6.15% |
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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 16th, 2004, 03:55 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Gauging interest in a Dominions Roguelike...
Yup! 
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September 16th, 2004, 10:53 AM
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Private
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Join Date: Mar 2004
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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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October 7th, 2004, 03:11 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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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October 7th, 2004, 04:52 PM
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Join Date: May 2004
Location: Seattle, WA
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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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October 8th, 2004, 08:39 AM
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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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The Ed draws near! What dost thou deaux?
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October 9th, 2004, 02:37 PM
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Private
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Join Date: Mar 2004
Location: Nelson, BC
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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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December 6th, 2004, 10:34 PM
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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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The Ed draws near! What dost thou deaux?
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June 26th, 2005, 04:46 AM
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Corporal
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Join Date: May 2004
Location: Oulu/Raahe, Finland
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Re: Gauging interest in a Dominions Roguelike...
Here are my 2 cents then:
Create a character:
This could work pretty much similarly to Dom as there would be a sum of points to locate upon stats, magic types/power and faith (defines how much your god loves you and enables holy spells). That starting sum would be defined by the race you choose (human = cheap, draconian = expensive). The way you distribute stats, spells and dominion points, you'd automatically get a character class definition.
E.g You put all points on Strength and Dominion = Paladin.
E.g2: You put all points on magic types and Intelligence = Mage, Sorceror or Wizard.
There would also be some Perks/Traits to choose from, which show the same way as heroic abilities:
- Quickness (1,5 x speed)
- Iron Hand (Melee skill doubled)
- Lucky (Always lucky)
The last thing is to choose your favourite god
E.g: Caelum = pray for chillness and flight, while Jotunheim = kill for extra exp points and extra strenght.
Just name your character and to dungeon we shall enter!
The other way to create a new character is by generating it.
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Ïa Ïa Cthulhu Fhtagn!
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June 26th, 2005, 07:08 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Gauging interest in a Dominions Roguelike...
If you wanted the character-generation to really go the Dominions way, then you would choose your race, then the god you worship (one for each nation/theme, possibly with some variation like Caelum pretender always liking magic but sometimes preferring Air, sometimes Water). Then you would choose your training (were you trained by a Hermit living in an abandoned Watch Tower, a Weapon Master of the Count whose Castle towered above your home village, was it that mysterious Crystal Mage living in that Wizard's Tower... OF course, Wizard's Tower shouldn't be as expensive as it is in dominions as it only shows preference of Magic over Might.
Ask Illwinter if you can use their items in it, and if they have any ideas. They link to Adom, Dungeon Crawl and Slash'Em on their home page, after all...
On the RGR.developemet newsgroup, there was just a discussion about combat tactics and styles. Two different styles were proposed:
Adom-style Tactics:
Choose your style and whack away, with differing abilities. Fencing gives you bonus to-hit, small bonus to damage, possibly extra speed if you are good at it, but you get severe maluses if you get surrounded and you can't use shield.
Agressive fighting gives extra str and att, but you lose in def.
Dodging would only work if you had some space around you. With it in effect, you get extra def and actually move to neighboring tile if attack would have hit you without extra def from dodging. The tiles would be those next to the attacker if there are suitable tiles next to him/it.
The second system would cause special movement/attack patterns to have special effects. Examples:
Move three times to the same direction. On fourth, if you hit someone, you perform a Charge attack.
If you have Halberd or similar long-reach weapon, striking to different directions give you bonus att and def. Think Hollywood or Bollywood action films. I would limit the change in direction to two "steps", so if you had attacked up, you could attack up-right, up-left, right or left and get the bonus. The bonus would come in after three attacks.
Wall-pinning. If your enemy is between you and wall, your attacks cause extra damage. If the enemy is in corner, the damage is increased and you get bonus att.
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June 28th, 2005, 12:49 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
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Re: Gauging interest in a Dominions Roguelike...
Can roguelike be online? I would only play if you could interact with other players.
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