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.
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?
Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts
Monday, January 21, 2008
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