Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Monday, January 21, 2008

Why Real-Time?

Probably the most major design decision I've made is the choice to go real-time instead of turn-based. It is the most unroguelike decision I can make, if I'm aiming to be a classic roguelike game. It introduces additional complexity, but it will add to the feeling of a real, living, breathing world. I've always thought that the random created worlds are what really give roguelike games their charm.

I don't want to make the game twitch based because of this design decision. I don't want to make it into a hack-n-slash game like Diablo. I'll have to thoroughly test the gameplay to ensure that I am getting the benefits of real-time play, while retaining the naturally strategic play of a classic roguelike game.

This design decision also introduces a few other wrinkles that will make the game differ from a normal roguelike. The main difference will be that maps will have to be completely visible by default. If you couldn't see what is coming and/or how fast it is coming then you won't be able to react appropriately. This could lead to a very frustrating, and very difficult game. I'll still retain some dungeons that are unlit on entry, but I will ensure that the dungeon is populated in such a way that the real-time nature of the game doesn't effect the lack of visible area.

Our hero stands beneath a cloud and shoots a projectile at his enemy.

So the question begs to be asked. Why the choice of real-time over turn-based? I previously mentioned that it will add to the feeling of a real, living, breathing world. I plan to accomplish this by adding as much as I can to take advantage of the design choice. I will have creatures that move by themselves, independent of player input. I will have spells that animate when cast, projectiles that travel in the direction they are shot, and status affecting clouds that will drift through the map. These are only a few of the examples (and currently the only things implemented showcasing real-time effects), but they go a long way to show what this could bring to the genre.

So far my prototype that is showcasing my real-time effects is going pretty well. I'm curious as to what peoples thoughts are on this matter. I know it's pretty established within the community that classic roguelikes are not real-time, but I figure I would give it a shot. I never claimed to be a classic roguelike after all.

What are peoples thoughts on a real-time roguelike? What do you think the advantages or disadvantages of such a system are? Most importantly, if you were making a real-time roguelike, what kinds of features would you add to take advantage of it?