Sppoky roguelike idea

Page 2 - Seeking answers? Join the Tom's Hardware community: where nearly two million members share solutions and discuss the latest tech.
Archived from groups: rec.games.roguelike.development (More info?)

On Tue, 10 May 2005, Twisted One wrote:

> Die!

Live!
 
Archived from groups: rec.games.roguelike.development (More info?)

On Tue, 10 May 2005, Twisted One wrote:

> ITYM "delete it". Its sole purpose (and it's a /faux/ sig anyway, since
> it's not the same for every post he makes) seems to be to spread flames
> to every thread into which he posts.

Your sig changes, Paul, does that mean that it's not a real sig? What
makes a sig, anyways? Well, I'm pretty sure that you don't get to decide.
Why do you keep commanding people who obviously aren't listening to you or
have you killfiled? You're like a small child who knows they can't get
something but just keeps whining and whining to annoy everyone else.
 
Archived from groups: rec.games.roguelike.development (More info?)

> Go back to town? What kind of sissy haunted mansion lets people
leave?
> They need to be locked in, at least at the gate to the grounds, or
the
> bridge is out, or they're snowed in, or something.

I was thinking about this. The problem is, that defeats the purpose of
the Journalist/Photography abilities (where the player takes
photographs of monsters and sells them outside to make money.) Maybe
it would be better to give up on photography entirely and just lock
players in the mansion, which is, as you say, more suitable to the
genre; but an alternative would be to allow the player to enter and
leave at will early on, then lock them in once they've progressed past
a certain point.

Now, hear me through. Another advantage of this is that it emphazises
the feeling of iscolation when the gates are finally locked.
Stylistically, keeping the player locked in 24/7 isn't going to help
establish mood; the vast majority of Roguelikes out there lock the
player in in some fashion or another. It's accepted, so it won't
affect anyone's perception of the game... The outside world doesn't
really exist to them, so they don't feel like they're trapped. Whereas
a game like Gearhead has fantastic amenities available in towns--you
can whip out your phone and get cheap food, virtually free medical
care, ammunition, and so forth in an instant from virtually any city in
the game. This makes Gearhead's 'sewer-diving' missons and other
expeditions away from civilization seem much more isolated than they do
in games that never let you leave at all.

Of course something would have to be done to prevent the player from
stockpiling an insane amount of resources before they get trapped in
the mansion, but I think the idea does have some potental.
 
Archived from groups: rec.games.roguelike.development (More info?)

On Tue, 10 May 2005, Twisted One wrote:

> My least favorite stalker wrote:

Who's your most favorite stalker? Tell us about all the people who stalk
you! I bet your real popular with all the chicks!
 
Archived from groups: rec.games.roguelike.development (More info?)

On Tue, 10 May 2005, Twisted One wrote:

> Please go away.

Only three short words. That's not very concise. It's difficult to
understand exactly what you mean.
 
Archived from groups: rec.games.roguelike.development (More info?)

The Sheep wrote:

> You control a party of three people, but you can change the members
of
> your team at the local bar. You can also rest in the hotel, buy
things,
> etc. in town

"Darklands" (which I highly recommend) includes a party of max 5
characters, including a default party, or generated de novo characters,
who can leave or be recruited in towns (very detailed setting in
medieval germany, down to the currency system: with florins, pfennigs,
and something else. you can buy things in town, stay in the hotel, even
get a temporary job if adventuring doesn't pay the bills, then hang out
in the back alleys and wait for some thugs for overtime.

Unfortunately, it doesn't work for my XP machine; it was designed for
95/98.