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Archived from groups: rec.games.roguelike.development (More info?)
In a previous post Jeff Lait pointed me to his 7-day RL "You Only Like Once"
(http://www.zincland.com/7drl/liveonce/) as an example of how to make OOP
and RL logic play nice together. I've only done a cursory review of the
code, so I don't have anything to say about that yet. However, as a RL it's
pretty neat. People should check it out. I think the "vignette style" RL is
underdone and there's a lot of cool design space to be explored there.
For those who haven't played it, it's a short (1-2 hr) game with a nice
story.
For a 7-day RL, it's pretty impressive. There were a couple of things that
were starting to bother me by the end of the game (namely hiking all the way
down to the bottom of the dungeon every time I lost a character). The best
part was that the villiage was pretty alive with NPCs, which added to the
story. It's the only ASCII-based RL I've ever been able to play in ASCII
mode. Most ASCII games have a ridiculously high learning curve ("Gee, I
wonder what character X represents, better give it a (l)ook"), but this one
had just the right number of symbols. So that's a pretty good endorsement.
I'm thinking that my own RL should explore the "vignette style". It will be
kind of like Yoda Stories where you can generate a mission, beat it in two
hours, and go on with your life - characters carrying over between games. In
my opinion, this beats the hell out of the "Get to level 10,000 of the
dungeon and finally destroy the Evil Sponge Overlord of Doooooooom (DUN DUN
DUN)" game model.
In a previous post Jeff Lait pointed me to his 7-day RL "You Only Like Once"
(http://www.zincland.com/7drl/liveonce/) as an example of how to make OOP
and RL logic play nice together. I've only done a cursory review of the
code, so I don't have anything to say about that yet. However, as a RL it's
pretty neat. People should check it out. I think the "vignette style" RL is
underdone and there's a lot of cool design space to be explored there.
For those who haven't played it, it's a short (1-2 hr) game with a nice
story.
For a 7-day RL, it's pretty impressive. There were a couple of things that
were starting to bother me by the end of the game (namely hiking all the way
down to the bottom of the dungeon every time I lost a character). The best
part was that the villiage was pretty alive with NPCs, which added to the
story. It's the only ASCII-based RL I've ever been able to play in ASCII
mode. Most ASCII games have a ridiculously high learning curve ("Gee, I
wonder what character X represents, better give it a (l)ook"), but this one
had just the right number of symbols. So that's a pretty good endorsement.
I'm thinking that my own RL should explore the "vignette style". It will be
kind of like Yoda Stories where you can generate a mission, beat it in two
hours, and go on with your life - characters carrying over between games. In
my opinion, this beats the hell out of the "Get to level 10,000 of the
dungeon and finally destroy the Evil Sponge Overlord of Doooooooom (DUN DUN
DUN)" game model.