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If /tg/ designed a roguelike, what would it be like?
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If /tg/ designed a roguelike, what would it be like?
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>>46457612
Slutty elves. Slutty elves every where.
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>>46457652
Don't forget dorfs.
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>>46457612
>if /tg/ designed a roguelike
It's called UnReal World, anon.
Alternatively, Incursion.
Alternatively, NEOScavenger.
Alternatively, ADOM.
Alternatively, Dark Days Ahead.
Alternatively, Stone Soup.
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>>46457732
>Stone Soup
I didn't realize E-Sports and endless removals of content were /tg/
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>>46457763
>endless removals of content
>not /tg/
Not following Age of Sigmar?
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>>46457763
>I didn't realize E-Sports and endless removals of content were /tg/
What is Magic: The Gathering?
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>>46457827
>>46457835
/tg/ follows those, because those are /tg/ related. But the board itself would do the exact opposite -- in all likelihood the game would end bloated of the order of magnitude of Slash'em extended.
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>>46457612
I don't know anon, why don't we give it a try?
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>>46457957
I'm game. My coding skills are rudimentary at very best, but I'd love to get some shit done.
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>>46457612
Corruption of Champions.
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>>46458316
No, that's what we get when /d/ and /aco/ design a roguelike. We're only /d/-lite -- if we designed Corruption of Champions it would have a lot more of our particular brand of autism.
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>>46458354
You're thinking of early development CoC, before it turned into monstergirl waifu central.
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>>46458402
Even when it's monstergirl waifu central, that's really only representative of part of /tg/.
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>>46458461
That part being the one which would come to dominate any semi-democratic attempt at making a roguelike, because autism is like that.
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>>46458489
Fair enough. I'm just not nostalgiafag enough to imagine that the part of /tg/ that spawned Deep Rot and bag psychopomp is dead.

/tg/ has gotten coherent stuff done before... although in most to all of those cases, it was still mostly a project worked on by a small team with input from /tg/ threads.
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>>46458576
Deep Rot was fucking dull though, I was there and I never understood what everyone was stroking their boner over. It was just "what if we do this thing that's been done in Dorf Fortress and Minecraft but with undead instead, also it requires virtually infinite power which we have no explanation for how it would be acquired but anyway". It was just some type of weird 3.5e caster supremacy lich PC power wank devoid of purpose, usefulness and originality. As I recall it, the thread had a bunch of more interesting ideas in it that never took off.
Keep in mind, this is all just my opinion.
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>>46458402
>implying /tg/ isn't monstergirl central
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>>46458354
>We're /d/-lite

This meme is dead. Please stop trying to resurrect it.
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>>46458754
It was a joke based on a logical extension of the undead rules. Of course it could never go anywhere in an actual campaign. It was impractical and over-the-top and ridiculous, and that's part of the reason people thought it was funny.
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>>46461013
It's true though. There's a lot of overlap between /tg/ and /d/, and magical realm posting is a testament to that.
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>>46457612

Isn't that what those towergirl threads are about?
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>>46463337
There's a lot of overlap with EVERY board.
Trying to push the whole "let's spam this traditional games board with worksafe /d/" business is just people looking at /d/ and feeling that they don't want to post there, without realizing that they themselves are only hoping to post that very same material where it doesn't belong. It's the failure to recognize that their fetishes are not special, and that the scorn they have for the /d/ population is the same that the rest of /tg/ has for them.

And, if they didn't have any scorn for /d/, why don't they just post their stuff there? Simple enough, to keep the topics you want to discuss on the boards designated for their discussion.

A little mixing here and there is fine, but certainly not to the point that warrants such a cringey meme as "/tg/ is /d/-lite"
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>>46463445
Have you ever been to /d/? /d/ has worldbuilding threads and writefagging, always extremely kinky. /tg/ has worldbuilding threads and writefagging, often slightly kinky. "/tg/ is /d/-lite" is a description of a general pattern. It's no excuse to spam the board with porn, nor is it an invitation to do so. People who interpret it as such get flamed and banned. I wouldn't even really call it a meme; it's an observation.
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>>46457612
I'm having 4kids flashbacks you fuck. Spoiler that shit.
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It would be 40k: roguelike

With HERESY HERESY HERE-A-SCHWAH, choose-your-own-pony, and an autistic obsession with kobolds.
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>>46457612
Man, just saying, I would play the shit out of a CoC esque roguelike. sans furries

What if it was sort of like micro managing an Adventuring Guild? You have a home base in the capitol city where you recruit fresh adventurers and have to manage what they're doing on a week to week basis. The guild gets assigned quests with deadlines and you distribute them to your guild members. The overworld would have a few Dungeon Locations where the quests can be completed. When you assign an adventurer to the quest you /can/ let them autopilot it, or you can manually dive the dungeon and it turns into a 2d platformer hack and slash type deal. When manually controlling you can find extra loot, and your personal skill can help your adventurers clear quests far too risky on automatic, power levelling them and occasionally finding secret quests. And of course find sweet magical loot to upgrade your heroes.

And if they die fighting the boss, they're a good chance they'll be captured and used as breeding material. If you don't rescue them quick enough, the dungeon will increase in level as it gains monstergirl/boy mini-bosses. And if you rescue a woman who was captured, there's a good chance they're still pregnant, except now the child can be raised by humans and potentially turned into an adventurer with unique abilities. Dare you send your best heroine to get knocked up by the dragon?
I want this game so badly. Fuck the haters, who's with me?
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>>46463907
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>>46464044
I'm sorry anon, I just really like the idea of diving into ancient tombs of castles to rescue fair heroines from the clutches of the vile vampire that has turned them into his thralls and turned them into his personal guardians. To get to him you have to fight through all your friends that failed before you, trying to take them down non-lethally. But maybe the vampire is too strong for you right now, so you have to do a work-around and cast Collar of Domination on the thralls and then Permanancy the effect to add them back to your roster.
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>>46457612
We did, there was a thread and everything.

Ex A
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>>46464636
Ex B
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>>46463907
>The Guild Master really treasures us
>He's always looking out for our interests and making us the best we can be
>He'd never send you on a quest you can't complete
>And if you are captured, he'll come for you
>He'll send everything he can to rescue you no matter what
>Trust in the Guild Master
>He'd never let anything bad happen to us
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>>46463768
A skewed observation from a warped perspective, complete with undisguised agenda.
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>>46464184
No, anon, you have to first isolate a thrall, incapacitate it, and then put a collar of domination from your inventory ON it. Then you keep it in your party for a while, treating it well, before it begs you to take the collar off and restore its free will on the promise that it continue to faithfully serve you. Do you trust her word that her heart has changed and she will remain faithful, or do you keep the foul thing under your absolute control even if it limited in its power that way? Or do you take it back to the adventurer's guild for it to be "trained" back into a proper and dignified human being, knowing that when she is trained she will venture into the dungeon on her own as an independent adventurer again?

Great ideas, but I was thinking of a more traditional roguelike experience with grid-based movement and combat, inventory management and an ID game all with minimal metaprogression. I love Spelunky and Isaac as much as anybody else, but they both modify the formula significantly, each in their own ways, beyond a simple transition to a 2D platformer or twinstick shooter. Indie neo-roguelikes are great on the rare occasion that the devs manage understand the formula and get it to properly click, but they're still a very different experience from the classics and from games like Shiren that are more closely influenced by the classics.

>>46464636
https://1d4chan.org/wiki/Roguelike
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>>46463768
It's kind of unfair to say that /tg/ and /d/ are that similar because it really does just depend on what threads you're looking at. There's tons of overlap with other boards because people who frequent other boards go there to get fap material or discuss it, and you will find some pretty interesting discussion sometimes on stuff like worldbuilding and such if you go into the their games threads or the literature threads.

Having said that, I do agree that because /tg/'s main topic is so broad that it is easy to go into magical realm territory and overlap with /d/. Do I think that /tg/ and /d/ should always overlap? No, but I love it when it does.
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>>46464832
I'm not enough of a gamer to know the definitions of what a roguelike strictly is, I just know what would make a good game that can be procedurally generated.

You're dropping a lot of references that I'm not understanding.
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>>46465035
Not that anon but he's basically saying keep it more classic like Rogue, and no progression between lives outside of your own learning.
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>>46457612
> you are a guardsman
> just an ordinary guardsman
> your mission: protect the tranport vessel Equilibrium on it's voyage through the darkness of space
> suddenly the vessel is struck by something, an explosion knocks you unconscious
> you wake up and find yourself in a wreck, completely swarmed by aliens
> your new mission: survive, or atleast try
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>>46465163
I don't know anon, I like the idea of building up a guild of heroes and trying to keep them alive and the kingdom safe. Perhaps rescued heroes can only be used as trainers/blacksmiths/etc. in town to up your guild management numbers?

The goal would be to make high level missions with high level heroes about as hard as low level missions with low level heroes, you know? So you don't get bored of training up the rookies.
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>>46457612

It would be full of forced memes and rather desperate attempts at off the wall 'awesome' humour.

Balance-wise it would end up like everything on 4chan. Take a look at what happens when modders take advice from /v/. First, anons moan and moan about something being too hard. The dev then decides whether to ignore them (and get his threads shitposted and trolled into oblivion) or pander to them (and end up with a game that's really flat and easy because all the edges have been filed down, because no matter what it is someone will complain that it's too hard).
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>>46465606

This gives me a Pit People vibe with the whole recruiting aspect, This your idea could also fit my massive desire for a well done party based roguelike.
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>>46465707
If you want parties, I think you could set up a control scheme with macros such that you're controlling all four of them at once as long as you don't vary their movement. Would be kind of interesting, it might make an inverse incentive to run your high level heroes solo so you can have macro access to all of their abilities more easily?
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>>46457612
A clusterfuck filled with Dwarfs, slutty Elves and Monstergirls.
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>>46457612
It would be shit.
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>>46465811

Maybe anon... Just maybe.
I could see it working and it would still be risky as perma death would be prevelant among your party as much as any rogue like, just if you lose one person you can keep going.
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>>46466098
Maybe what it is if your entire surviving party's Willpower is reduced to 0 (from say fear effects of their allies dying) then they get captured? And thus can be rescued?
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>>46465707
>>46465811
>>46466175
The Mystery Dungeon games sometimes do party-based gameplay really well. You have a group of allies that act like pets do in NetHack, with decent AI that you can customize with general strategic commands (e.g. "split up and hunt monsters" or "follow me" or "follow me, but go ahead and pursue any monsters that we come across") that you can set individually for each unit.
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>>46466208
You generally want to avoid AI in rogue likes, to make it more player skill based and not "OH MY GOD COMPUTER WHY DID YOU DO THAT WHY AREN'T YOU HEALING?"
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>>46466208
>>46466259

It could be that your party members are controlled by you; however, any pets, summons or guests/wanderers/mercs would be AI that has it's own behavior coinciding with how they would act? Just an idea to throw out there.
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>>46466498
An idea I vote we file away as "too far down the development line to concern ourselves with now"

What if magic is something found? Like, you have to capture the spirit of a monster in order to cast it's main ability as a spell, but keeping that spirit chained encumbers you like armor?
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>>46465606
It sounds like a fun game, but it's not a roguelike at that point, is it? I'm getting more of a monster rancher, or FF crystal chronicles: my life as a king kind of vibe instead.
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>>46457612
I could easily write up a roguelike if I didn't have to invent the fucking random algorithms myself. It takes like zero skill beyond those algorithms
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>>46466259
That's only a problem if you don't give the player a way to override the AI's control and give specific commands when necessary. Sometimes the AI is alright even without such features, because anything else you would need from that unit is accessible when you want it without overriding the AI features. For example, in Shiren 1, once per floor you can ask Zato-Kechi for a heal at any time by talking to him. He doesn't decide to heal you on his own, and just fights normally when he's not healing you, so the only real majorly important strategic decision involving him is still completely in your hands.

>>46466498
See, the problem directly controlling multiple party members at a time is that it very quickly gets cumbersome and annoying. If this were a turn based strategy game like Fire Emblem or FFT that would be one thing, but it's not: the point of a roguelike is to explore dungeons, not to win battles, no matter what the DCSS devs think.

That's not to say allowing players to give specific orders to their units is a total no-no, but we don't want to design the game assuming that every single turn is taken manually by the player, either in combat or out.

>>46466611
>What if magic is something found? Like, you have to capture the spirit of a monster in order to cast it's main ability as a spell, but keeping that spirit chained encumbers you like armor?
An idea I vote we file away as "too far down the development line to concern ourselves with now"
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>>46466839
>See, the problem directly controlling multiple party members at a time is that it very quickly gets cumbersome and annoying.
Wasn't this the reason why Dwarf Fortress switched to real-time control with pause? Something about the "gold box RPG problem".
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>>46466739
We could still make it into a rouge-lite or whatever it's called. I still vote to keep at least some of the basic concepts of roguelikes in like proceduraly generated everything and perma death (barring some weird things with consequences like necromancy or having an undead race adventurer.)
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>>46466839
>An idea I vote we file away as "too far down the development line to concern ourselves with now"
Don't be salty that someone thought quibbling over how to make pet AI work was low priority compared to the fundamental system. Pets are add ons.
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>>46466968
We haven't even put down the design for the core engine yet.

I think it's a clever idea, but it's novel enough that if we're just going to say, "Hey /tg/ lets make a roguelike" we shouldn't try mucking around with an idea like that until we try something a little more traditional as a test run.
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>>46457612
Garbage

>>46458576
>the part of /tg/ that spawned . . . bag psychopomp

Bag psychopomp was terrible though. It was just an excuse to spam GET IN THE FUCKING BAG over and over again. Literally Oinkbane-tier.
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>>46457732
You forgot Iter Vehems Ad Neccem, or IVAN. Hardest damn roguelike I ever played, with the worst secret rules too.
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So, are we keeping the smut?
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>>46467500
No because the person who suggested the smut also suggested we go the filthy casul roguelite route

For real, though, smut has a nasty tendency to dominate people's perception of a game. Unless it's something like a really long and complex visual novel with lots of substantial plot that isn't related to any of the smut, like Fate/stay night. We just aren't going to have enough material to dilute the smut enough for the game to stand on its own in the perception of the general public, even the general public on the board itself.
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>>46458354
So CoC with 2 cats?
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>>46468179
That would quickly become a catastrophe.
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>>46468004
I mean, I understand your position, but any /tg/ homebrew (or hackbrew I guess) is going to end up perceived as niche and autistic anyways and your heroes giving birth to half-monster children that you can groom to be adventurers is an interesting and fun mechanic in my opinion.

There is of course the option of hiding the smut in essentially journal entries. "Log of Rose Sonya from the Dragon's Pit has been added to your Journal..."
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>>46468004
Who would have thought a board full of lonely basement dwellers couldn't hold a mature, healthy view of sex? Seriously though, we can't include smut. Way too many people here are either gratingly hypersexual or Nelson Van Alden level repressed. I don't think they're even close to a majority, even together, but they're loud enough that we can't even hint at it without the entire discussion revolving around it
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>>46468475
We're not full of lonely basement dwellers, though. We have our hermits, to be sure, but compared to the likes of /v/ we're much more outgoing, because our hobby is by nature a social one. If someone is a lonely basement dweller and is posting on /tg/, then they're not actually a part of the hobby they're talking/lurking about.

I'm not saying we can't include a even a little smut. It just shouldn't be our main premise like was described in >>46463907, >>46464184, and >>46464832.
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When you guys say CoC sans furry what do you mean exactly?
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>>46468638
The original two were pretty fine, particularly the original vampire post since that was entirely indirect smut through consequences of a proposed game mechanic.

It's not just smut for smut's sake; it creates some complex risk/reward situations when you're considering whether to go on a given quest, and has implications about future quest difficulty by changing the world based on your performance.

Also, consider this : Enemies (and heroes) get downed when they run out of HP, and drop prone. They then have a negative HP bar based on how much damage they took, that slowly refills (variable based on enemy of course) and if it gets back to full, they're up at 1 and back on the attack. When they're down, you can A) flee, B) attack them till they actually die C) Bind their spirit to create a spell (takes time, very tricky) D) loot without killing, E) etc.

>>46468696
Are you not aware of what happened to CoC?
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>>46468790
I like the idea of bones file vampire thralls that can be possibly bound to your will and made into allies. Frankly it just wouldn't be /tg/ if there weren't at least some fetishy features like that. I just don't think smutty stuff should be the main premise of the game.

I want to keep the base game relatively generic, with elaborations and innovations to give it a uniquely /tg/ flavor.
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>>46469502
You know what, why don't you do your own thing, and I'll go pitch this on /d/
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>>46464832
Yeah, /tg/roguelike would be pretty much a much lewder roguelike, probably with fetishes and monstergirls.
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>>46463445
>There's a lot of overlap with EVERY board.
Hence why you don't need any other board!

>>46464974
>Do I think that /tg/ and /d/ should always overlap? No, but I love it when it does.
Yes.
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>>46470948
>whiteagle/nicedaemonette will never be banned in our lifetime
Just kill me now
>>
Elves would be the weakest class, dorfs would be the strongest. Humans start out weak but have ridiculous scaling (like, their stats double each level or something). Cutebolds. Every NPC (maybe even every monster) is waifuable. You go in with the goal of rescuing the princess but end with saving the dragon.

Classes:
Muscle wizard (a martial class that uses mana to empower punches)
Wizzard (a caster that drains enemy stats, low defense)
Edgelord (a ninja-class that dual wields katanas, ignores defense)
White Knight (balanced, all-rounder melee class. reduced chance of recruiting females)
Bard (ranged class because we needed another, probably throwing daggers. EVERY encounter can be banged, giving you their offspring as a pet)
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>>46472656
*elves would be the weakest race
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>>46457612
Rogue
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Fucking brutal, with chases from big bad enemies that will fuck your shit up if you don't react fast enough or take the time to repair.
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>>46471258
What's actually wrong with ND aside from being a namefag?

He seems friendly and harmless enough.
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>>46472783
He shitposted on SS13 for banning him for 9 months, every community fucking hates the guy and he's an all around annoying faggot
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>>46457612
>/tg/ makes a meta board roguelike. You're a psychologist turned vidya programmer. You need to cater to an audience of armchair commanders, sickening /pol/acks and tumblrfugs by making an actual quest civ simulator. Not only you need to crawl and manage but also design the dungeon and narrative. You can't win this one.
>A roguelike in which an old grizzled veteran finds out that his legs and ribs are broken, he has amnesia and he's starving. His whole plane has been converted into nightmare fuel. You can't cast magic and despise technology, but can only use an appropiate phallic weapon and munition plate.
>A clusterfuck of all the memes and monstergirls. It is not uncommon to see sir bearington leaving a brothel in this one.
>An actual game that becomes a dungeon crawler / universe sim in the dreams of a 70's-80's fa/tg/uy. Said dude renounced to his dreams of game design because he couldn't produce fast enough and the events respond to his everyday shitty life as he descends into neethood and whizzardry. It is a surprisingly cool game with everything right from every roguelike starting from nethack and angband multiplayer till today. Heavily loaded with feels fantasy, and just enough 40k related content to make you wish it was removed despite superior quality. Eventually through his fantasy he manages to overcome his traumas and gets closure with that grill and shite, his true ending depending on the actions you took inside that other world (there are strong suicide implications in various endings). Despite having superb writers, artists and programmers gets dropped just before completion for some reason and some feminazi on the interwebs gloats about the neckbeard simulator got dropped because the protagonist wasn't an approved version of sweden yes anti certain movement transhomotlanticpandergenderingshit.
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>>46473229
Sounds like Duke Nukem Forever
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>>46473320
Don't know if it'll be but certainly it would be vastly better and take even more time to be completed.
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/vg/ has the game development general. Maybe there can be a project done there for roguelikes and how to develop it. And there's the roguelike general/DF general over there too.

Most roguelikes fit /tg/'s kind of theme anyway. There's even an ork roguelike out there. What I'd be more interested in seeing is a CoC-like game, but with less focus on smut. Just a really good revamp of text based adventures would be amazing. And there's even text based roguelikes: http://kerkerkruip.org/ being one example. No idea if there's any others out there.

But definitely CoC with less smut would be great. When's the last time someone made a good text adventure game?
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>>46457612
It'd probably look like Elona.
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>>46474494
Indeed, why make a new game, if there's Elona+, where you can have genetically engineered fire breathing angel waifus with T-Rex DNA that you can use as a mount?
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>>46474494
Elona is amazing.

>>46474897
>angel
>not spiral king or catsister
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>>46472812
>He shitposted literally everywhere.
Fixed that for you.
ND is more-or-less reasonable when he is met with outright hatred and told to behave or fuck off, but if you indulge him even in the smallest and most trivial shit, he becomes the most annoying and attention-whoring cunt who shitposts everywhere.

t. the player on that SS13 server where he got banned
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>>46457652
Also beastmen everywhere and skellingtons.
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>>46469536
Go ahead! I'd love to play that game, I just don't think it would be a good fit for "the /tg/ roguelike".
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>>46458354
>When /d/ and /aco/ design a roguelike.
I miss pre-schism /d/
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>>46476116
>>>/d/6762787
I basically got told to git gud and make it myself
>No art skills
>No programming experience
>Just writing skills
>And game design skills

For the record, I say both of those things with a bit of ground to stand on. I've been writing for over a decade and have gotten past the threshold into 'good', as well as I was lead dev on one of /tg/'s big homebrew projects.
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>>46476159
>as well as I was lead dev on one of /tg/'s big homebrew projects
This is the type of shit that would ensure you're never hired by a game company if you put it on your CV.
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Dwarf Fortress adventure mode
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>>46476171
Hey man, first of all we're talking about a second /tg/ homebrew here. Second of all, it in fact did not turn to shit at all. Third, I recognize the limitations of transferring experience between the two.
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>>46476206
What project was it then? Because I'm not going to sit here and let the guy in charge of a project decide whether it turned out well or not.
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>>46457612
Nethack or Infra Arcana.
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>>46476227
>Nethack
I'm Angband person myself.
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>>46476248
ADOM was superior
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>>46476314
>ADOM
Might as well play DoomRL at this point, you filthy casual.
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>>46468475
>mature, healthy view of sex
>stop liking what I don't like
>you're just IMMATURE
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>>46476217
Even if a project turned out badly it doesn't mean the devs didn't learn from it. It may have been abandoned because they finally realized they'd gone too far down the rabbit hole and simply abandoned it.

Or maybe it just never got the polish job it needed to take it from "messy notes the devs understand" to "actually presentable system to a general audience that doesn't really care"

Maybe there's a vocal group of people saying the system is too complex despite never having even tried to play it. They got confused by the generalization in the system and decided it was shit and went and told everyone it was shit.

Maybe it had the problem of being yet another fantasy system in a market saturated with professionally made fantasy systems, leaving no reason to try a /tg/ homebrew

What if there's a perception it's bad because they never said it was finished, leaving it in eternal beta until people other than the devs played it and gave feedback, so people look at it and go "Fuck that, it's not done. I'm not wasting my time, it's probably shit"
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>>46475181
He also shits up /toy/ under his alternate namefagging.

He's been permanently banned from the BrikWars forum and won't stop complaining about it in the Lego General.
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>>46476314
ADOM was alright but had a lot of problems with it -- namely the amount of nonrandom content you had to trudge through every time you died. Elona+ is better, if only because it's got cuhrayzee appeal.
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>>46476227
>Infra Arcana.

Never heard of that one, what's it like?
>>
If /tg/ were to develop a roguelike, what would it be called?

I'm thinking something along the lines of "Chaos Cavern", because roguelikes are inherently chaotic, and to leave room for le ebin 40k memes.
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>>46476563
I recognize that salt
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>>46478340
>If /tg/ were to develop a roguelike, what would it be called?
"MORT", shortened from "Morti natus sum" and a reference to Terry Pratchett.
You can think up a backronym for "MORT" on your own time.
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>>46478911
I like "Morti natus sum" ("I was born to die") but I think "Morti natus es" ("You were born to die") would be more appropriate for a roguelike.

Also, either one sounds like it would be better for a tagline or a motto, like "Losing is Fun" for Dwarf Fortress.
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>>46479000
"Morti natus sum" is more appropriate, it signifies the fact that the roguelike project will be started, then shortly abandoned and never finished, like most of the stuff /tg/ does.
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>>46479025
Do spoiler codes not work on /tg/ anymore?
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>>46479053
Weird.
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>>46478057
A love letter to Lovecraft, basicslly. It's being developed by a dude on /vg/'s /rlg/.
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>>46457732
I remember playing ADOM in Highschool. I never got past level 5
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>>46479367
It has changed a lot since you were in high school if you're still speaking of the game in terms of dungeon levels. It's got an overworld now, with multiple dungeons, towns, and random encounters.
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>>46478911
Expanding upon the topic of MORT, its premise is literally dying so that someone after you can continue the descent into dungeon.

For example, dying saves a "vault" (i.e. non-random part of the map) with your immediate surroundings, and on your next try, said vault is generated somewhere in the dungeon, which you might or might not find.
So the dungeon is literally littered with bodies of your previous adventurers, so that they can help you on your next descent, assuming you find their bodies.
But, beware, because monsters can find your bodies and use them to their advantage too...
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>>46479984
>But, beware, because monsters can find your bodies and use them to their advantage too...

So, is this like a sex thing or what?
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>>46480166
Minotaur can loot your +1 vorpal axe and annihilate your next incarnation.
Your body can be trapped.
It might revive as an undead and you will have to face it.
It can get curse, the precise curse depending on where you died etc.

There's really no need to make it more difficult or complex, because chances are you might never find your previous incarnation before dying yourself in the first place.
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>>46476479
"X is shit" is not a statement which suggests sexual, intellectual, or emotional immaturity. It's the reasoning, or lack of it, behind that statement which might. In some cases, like sex in roguelikes, the desire to include it is a pretty good indicator of the reasoning, or lack of it, that's behind it.
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>>46480228
But being able to loot items from your bones would wreck the ID game. If I knew that I died wearing specific armor with 3 scrolls of blink and I came across some bones with the same armor and three glowing scrolls, I can ID those scrolls with metaknowledge.
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>>46480328
>implying the loot will not be stolen by someone
By the time you get there, only the armor and one scroll remains, because somebody already looted it by the time you made it there. Will you recognize it as your own body, or will you think it's just random loot?
You will be encouraged to mark the dungeon, because you can die on any step.
Oh, and the dungeon is sentient and malevolent. Enjoy.
>>
What I'd like to see in a RL is something like:

The "devs thought of everything" feel you get from Nethack

The extensive crafting system of Cata DDA

The atmosphericness of IA

The potential for silliness of Elona (but dialed back somewhat because Elona is cray)

The vastness of *band variants

And, sure, why not throw a little sexiness into the mix while we're at it?

It would either be the best RL ever, or else an unholy abomination borne of incompatible and contradictory ideals.
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