ID:45151
 
Quick question really!

In a Roguelike game what sort of features do you like to see?

That is all, now answer.
I want a roguelike that's not a roguelike at all, but which involves excessive use of randomly generated content combined with user-created content (randomly placed, of course) in a game that has some point other than entering a dungeon and killing stuff while finding loot.

Like, exploring a big mazy forest world in search of rare herbs that you can sell or make recipes with. But I don't think anyone would play it.
Foomer wrote:
I want a roguelike that's not a roguelike at all, but which involves excessive use of randomly generated content combined with user-created content (randomly placed, of course) in a game that has some point other than entering a dungeon and killing stuff while finding loot.

Like, exploring a big mazy forest world in search of rare herbs that you can sell or make recipes with. But I don't think anyone would play it.

I am working on the randomly generated part at the moment. So far I have equipment down fairly well. The equipment can be made of a certain material and if it is considered "magical" then it will be given [x] number of points, each point will be used to assign a random magical effect to it, such as increasing a stat. Though for effects already existing there is a bias towards using the same effect again (each time it is used the effect becomes stronger, and this is done so you don't get equipment with every effect there is).

Examples include...

Steel Belt (Level 10 item)

Has a low chance of inflicting a weak poison on being attacked.
Increases Water defence by 8.
Increases Dex by 1.

Mithril Gloves (Level 25 items)

Drains a small amount of Stamina on each attack.
Protects against the Bleed status effect.
Increases Str by 3.
Increases Divine defence by 9.
Knocks enemies back a small amount on being attacked.

Orihalcon Shoes (Level 50)

Is defensively effective against Faeries.
Has a very low chance of killing Slime on being attacked.
Increases Con by 4.
Knocks enemies back a medium amount on being attacked.
Increases Wind defence by 9.
Has a low chance of confusing on being attacked.
Protects against the Fire status effect.

Ether Long Sword (Level 100)


Increases Str by 20.
Has a low chance of silencing on each attack.
Knocks enemies back a large amount on each attack.
Is effective against Demons.
Makes attacks ignore enemies block.
Drains a medium amount of Hp on each kill.
Drains a small amount of Mp on each kill.
Prevents Str from being damaged.

Though the system needs tweeking and doesn't have a lot of the effects at the moment that is more or less how it works (when finished it will have more effects, from increasing skills to having a chance of casting spells when either struck in combat or used to attack).

I also intend on using a similar system for monsters.
They will have a base type, and templates applied to them, then be minorly randomized.
A Goblin might have all low stats, and it could have a Warrior template attatched to it, giving it decent combat stats and some randomy selected warrior weapons. Or it could have a Wizard template attatched to it, giving it decent spell casting stats, a few magic items and a few magic spells (randomly picked for the goblins level obviously).

Dungeons, generic quests and so on are obviously randomly generated.

I also intend on adding a central storyline or quest that is a bit more complex that "HERE IS DUNGEON, ITEM IS AT BOTTOM, GO GET IT."

And, I also intend on adding none combat related stuff. But... It is really hard to do this without making it boring.
I wanted to add a bard like class for example. In combat they would use songs and magic, out of combat they would use songs and performances to make the crowd go wild or to play at fancy parties or whatever. It sounded like a good idea at first, but in reality it amounts to standing near lots of people and pressing the "play music" button, over and over again... Unless I turn it into some sort of mini-game it is basically really dull and boring :[
And it is the same for a lot of none combat things actually.
Taming, wild animals, and outside areas.
Squeegy wrote:
Taming, wild animals, and outside areas.

Got those.

The game will take place in an entire kingdom with several towns, cities and villages and some predetermined dungeons (still randomly generated, but these ones will always exist as part of the story).
Other dungeons will be randomly placed and generate. Between towns will play like a world map, and you will be able to enter any square of the map, which will generate a random area based on the type of square entered.

Wild animals are a type of monster, literally. Things like dragons, slimes, golems, insects are types of monsters, but so are wild animals. Including things like bears, large cats (lions tigers), various monkeys, elephants and so on.

And animal taming (and raising) is a skill. All wild animals will be tamable. But the way the pet system works does not limit what can be a pet. Every single mob in the game is subject to this system and can possibly be a pet. Though methods of making them all into pets might not exist.
Humanoids can be hired or bought as slaves.
Wild animals can be tamed so can mythical animals (griffons and so on).
Golems can be constructed.
Elementals and other magical beings such as demons/divine creatures can be summoned.
Unintelligent creatures can be dominated.
You can also steal the eggs of creatures that lay them and hatch them into a creature that can be raised (this for example is the only way to get a dragon pet).

Once you have tamed them you have to raise them. Feeding them and what not basically. The better you are at raising animals the stronger they will develop in general and the more abilities they might possibly learn.