A roguelikelike
tl;dr Making roguelike 100 000 000 008, play what I've built so far, tell me what you think.
CONTROLS:
WASD to move
Left Click to shoot a ball
Right Click to generate a new map
Keep in Left Shift to zoom out
q to make the map smaller, e to make it bigger (you have to generate a new map to see the effect)
z to toggle orthographic/perspective projection
So last week I came across this cool article about level generation in wasteland kings and I got really excited and started building roguelike stuff. This is what I've got so far.
The goal is to just finish a fucking game.
What do you think I should add next?
CONTROLS:
WASD to move
Left Click to shoot a ball
Right Click to generate a new map
Keep in Left Shift to zoom out
q to make the map smaller, e to make it bigger (you have to generate a new map to see the effect)
z to toggle orthographic/perspective projection
So last week I came across this cool article about level generation in wasteland kings and I got really excited and started building roguelike stuff. This is what I've got so far.
The goal is to just finish a fucking game.
What do you think I should add next?
Comments
Would firing and non-grid-based movement be the key things there? What if time only progressed as the player moved, but your firing time took a while to happen, so you had to basically move about on a very "fine" grid in a turn-based manner and herd monsters into your damage cones?
I dunno, some sort of combat mechanic and/or player stats interaction would make sense as the next step.
Made me think it might be quite cool to do a survival Rogue-like. Each level is kind of small and quick to explore but keeps pouring in progressively difficult waves of monsters. So the object would be to survive in each level as long as possible and to loot as much as possible and gain as much XP as possible before fleeing to the next dungeon/story. The longer you stay in one level the riskier it gets, but the better your chances of surviving for a while in the following level.
But... like Dislekcia said... really you need some combat and stats (and a way to die or to win) first.
<tangent> I usually find the angle between the player and the cursor with some trig and add set the ball's position to
But I thought: wait! wouldn't it be easier if I found a unit vector that points from the player to the cursor and add that to the balls position every step?
It actually worked so I kept it in :) </tangent> Definitely not but I really like the idea of a fast paced "action roguelike" and I'm not sure if a turn based game can capture the spirit of that. Although baiting as many enemies as possible and blasting them would be pretty rad. Terrorism: The fishing simulation.
My thinking is that each level repeats the same set of objectives which become harder to meet as the game progresses: eg
* Find terminal -> Terminal opens door
* <combat/action mechanic>
* Find door -> Next level -> random power up
* Increase difficulty, repeat I'll think of something over the course of the week
Made mistake with rotation
So I thought I'd turn it into a first person dungeon crawler
Now working on getting corners and sides to make walls, then on to doom style fps