Archived from groups: rec.games.roguelike.development (More info?)
Antoine wrote:
> Antoine wrote:
> > Hi RGRDers,
> >
> > After finishing the Quickband project I've come back to Guild, and am
> > wondering what to do with it.
> >
> > Guild is looking alarmingly like YABDR (yet another born dead
> > roguelike) at this stage. I'm not quite sure why, but it's received
> > very little attention since it was first released - no discussion on
> > RGRD or RGRM to speak of, only a few emails and not one single YAVP. In
> > fact, I'm not sure if anyone but me has ever actually completed the
> > whole game (or even the second quest???)
> >
> > I'd appreciate any feedback on
> > -why Guild didn't take off
> > -from those who did try it, what they liked and/or disliked about it
> > -how the game could be improved to be more successful, or
> > -how the game could be marketed to be more successful...
> >
> > A.
>
> Thanks for the feedback, all,
>
> Here is my plan for getting Guild back on the rails - some small tweaks
> and some quite big changes. Any comments appreciated.
>
> 1. Publish the source (easy enough, I could put that on guildgame.com
> today)
>
> 2. Put frequent updates on RGRD describing new / interesting features
>
> 3. Fix the fatal 'wield' bugs
>
> 4. Reduce resource constraints (cheaper potions, higher healing limit
> in one dungeon trip, more fountains)
>
> 5. Less junk in drops?
>
> 6. Remove the mechanic which 'exhausts' dungeon levels that you visit
> often - it makes the dungeon too empty
>
> 7. Simplify NPC control - reduce the number of 'orders' (and perhaps
> display the current 'order' on the main console). Put one order
> instructing the whole party to target a specific monster, another one
> telling them to take up positions that you will specify. Consider
> disassociating orders from the sound system, which would mean you could
> give orders to a character who was far from your party leader.
>
> 8. Allow unarmed characters to punch and throw unlimited rocks - would
> reduce irritating 'nothing to wield' messages
>
> 9. Move to a graphic tile-based map. I was talking to a guy who was
> going to help me out with this by producing a tileset - must get back
> in touch... failing that I could use one of the standard tilesets.
>
> 10. In the process, move to a multi-platform set of libraries, thus
> allowing Linux and Mac ports
>
> 11. (and I'd want coder help with this) Move to more of a GUI, with
> graphic interfaces for inventory management, etc, and mouse control on
> the main map.
14. More of a sense of a 'goal' in the early game
15. All priests start with Cure Wounds
16. Somewhat more open dungeon layouts with more 2-wide corridors
17. More standard roguelike keybindings (have to figure out what that
is though!)
A.
Antoine wrote:
> Antoine wrote:
> > Hi RGRDers,
> >
> > After finishing the Quickband project I've come back to Guild, and am
> > wondering what to do with it.
> >
> > Guild is looking alarmingly like YABDR (yet another born dead
> > roguelike) at this stage. I'm not quite sure why, but it's received
> > very little attention since it was first released - no discussion on
> > RGRD or RGRM to speak of, only a few emails and not one single YAVP. In
> > fact, I'm not sure if anyone but me has ever actually completed the
> > whole game (or even the second quest???)
> >
> > I'd appreciate any feedback on
> > -why Guild didn't take off
> > -from those who did try it, what they liked and/or disliked about it
> > -how the game could be improved to be more successful, or
> > -how the game could be marketed to be more successful...
> >
> > A.
>
> Thanks for the feedback, all,
>
> Here is my plan for getting Guild back on the rails - some small tweaks
> and some quite big changes. Any comments appreciated.
>
> 1. Publish the source (easy enough, I could put that on guildgame.com
> today)
>
> 2. Put frequent updates on RGRD describing new / interesting features
>
> 3. Fix the fatal 'wield' bugs
>
> 4. Reduce resource constraints (cheaper potions, higher healing limit
> in one dungeon trip, more fountains)
>
> 5. Less junk in drops?
>
> 6. Remove the mechanic which 'exhausts' dungeon levels that you visit
> often - it makes the dungeon too empty
>
> 7. Simplify NPC control - reduce the number of 'orders' (and perhaps
> display the current 'order' on the main console). Put one order
> instructing the whole party to target a specific monster, another one
> telling them to take up positions that you will specify. Consider
> disassociating orders from the sound system, which would mean you could
> give orders to a character who was far from your party leader.
>
> 8. Allow unarmed characters to punch and throw unlimited rocks - would
> reduce irritating 'nothing to wield' messages
>
> 9. Move to a graphic tile-based map. I was talking to a guy who was
> going to help me out with this by producing a tileset - must get back
> in touch... failing that I could use one of the standard tilesets.
>
> 10. In the process, move to a multi-platform set of libraries, thus
> allowing Linux and Mac ports
>
> 11. (and I'd want coder help with this) Move to more of a GUI, with
> graphic interfaces for inventory management, etc, and mouse control on
> the main map.
14. More of a sense of a 'goal' in the early game
15. All priests start with Cure Wounds
16. Somewhat more open dungeon layouts with more 2-wide corridors
17. More standard roguelike keybindings (have to figure out what that
is though!)
A.