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  • Djabanete
    Knight
    • Apr 2007
    • 576

    #16
    What happens if you design your roguelike from a platformer point of view instead of a bird's eye point of view? Then Earthbinding and Antigravity have spatial effects instead of only doing damage. Just rethink the north/south axis as the up/down axis, and make it so that Earthbind propels a body downward as far as possible, and Antigravity propels a body upward as far as possible. Each body (player/monster) could have 3 modes, with one being that body's default: earthbound, flying, and antigravity. (Skybound? Levitated?) Earthbound bodies can walk around and fall downwards. Levitated bodies walk around on the ceiling and fall upwards. Flying bodies (the player flies by default) can control their up/down coordinate.

    Damage taken from a fall depends on the distance of the fall and the size of the body falling. Falling is instantaneous.

    Impact becomes a new damage type. Impact is the damage you take when you fall or something falls on you.

    Telekinesis could allow you to pick up monsters and drop them, or just push them off of cliffs. You can move objects. If you have enough power to move an object to where a monster is, you are considered to have hurled it Darth Vader style. Bonus points if you throw an object at a monster and it then falls on top of another monster. To clarify: Telekinesis has two targets: a physical object and a destination. The physical object goes to that destination if the caster has enough power to do it and the results ensue. (Collisions/falling/etc)

    "Wall" tiles or "stone" tiles stick together. But if you use a stone to mud effect to separate them, stone blocks are earthbound and will fall down! Weak monsters (or players) could be crushed to death!

    Spells:
    Earthbind (self or other)
    Mass Earthbind (everyone)
    Levitation (self or other)
    Mass Levitation (everyone)
    Telekinesis (move monster/object around)
    Cloud (conjures a cloud. Clouds are like floating cushions that can break falls. But you can pass through them.)
    Wall Building (makes a vertical wall going up out of the ground. Could also be thought of as a pillar. Can block the earthbound, or if you're above it, will shorten your fall.)
    Forcefield (Magical barrier. Unlike stone tiles, forcefield tiles don't block LOS and aren't earthbound.)
    Reversal (self or other; no effect on a flier but toggles earthbound/levitated status)
    Mass Reversal (applied to everyone)

    Plus the usual Blink, Controlled Blink, Teleport, Controlled Teleport, Stone to Mud...

    Later on, the floor can have extra nasty stuff like lava pits or spikes.
    Last edited by Djabanete; April 7, 2012, 20:48.

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    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9633

      #17
      Originally posted by Djabanete
      What happens if you design your roguelike from a platformer point of view instead of a bird's eye point of view?
      That's a neat idea. Or you could have it switch between the two - as some of the Legend of Zelda games do, for example.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

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      • ekolis
        Knight
        • Apr 2007
        • 921

        #18
        I think one or two of Slashie's roguelikes were platform-based... probably MegamanRL and MetroidRL (though the latter was actually 3D, as it had a traditional map *and* a Z-axis!)
        You read the scroll labeled NOBIMUS UPSCOTI...
        You are surrounded by a stasis field!
        The tengu tries to teleport, but fails!

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        • Mikko Lehtinen
          Veteran
          • Sep 2010
          • 1246

          #19
          Originally posted by Djabanete
          "Wall" tiles or "stone" tiles stick together. But if you use a stone to mud effect to separate them, stone blocks are earthbound and will fall down! Weak monsters (or players) could be crushed to death!
          I haven't seen the Boulder Dash Roguelike yet! It would be superfun.

          Comment

          • Mikko Lehtinen
            Veteran
            • Sep 2010
            • 1246

            #20
            Here are, I think, the final versions of the two magic items. At least until playtesting proves they are broken, boring, or too strong. I like how they make both terrain features and flying more interesting.

            Scroll of Reverse Gravity. You and all monsters in sight take 3d6 points of falling damage if in a corridor, 3d30 if in a room. Creatures with flying or feather falling are unaffected. Creatures with hands can secure themselves if they are within one square of a door, a tree, vegetation, or any kind of container in a wall. Destroys all potions and powder vials in sight.

            Staff of Earthbind. All monsters in sight that fail their saving throw temporarily lose their ability to jump or fly. All nonsleeping monsters that lose their flying ability take falling damage, 3d6 if in a corridor, 3d30 if in a room. (New status effect "earthbound".)

            Note that taking away the ability to jump is possibly a quite efficient tactic. Hop on a platform and earthbind a horde of orcs, and you are free to use ranged attacks against them without danger!

            Comment

            • ghengiz
              Adept
              • Nov 2011
              • 178

              #21
              Originally posted by Mikko Lehtinen
              Note that taking away the ability to jump is possibly a quite efficient tactic. Hop on a platform and earthbind a horde of orcs, and you are free to use ranged attacks against them without danger!
              This lead us to another point. How many turns does the effect of earthbound go on? is it permanent unless "cured" in some way, for example with a potion/spell of levitation?

              Comment

              • ekolis
                Knight
                • Apr 2007
                • 921

                #22
                Originally posted by Mikko Lehtinen
                I haven't seen the Boulder Dash Roguelike yet! It would be superfun.
                Boulder Dash probably would count as a roguelike, actually - it was turn based, wasn't it?
                You read the scroll labeled NOBIMUS UPSCOTI...
                You are surrounded by a stasis field!
                The tengu tries to teleport, but fails!

                Comment

                • buzzkill
                  Prophet
                  • May 2008
                  • 2939

                  #23
                  Originally posted by ekolis
                  Boulder Dash probably would count as a roguelike, actually - it was turn based, wasn't it?
                  It wasn't turn based, but things did have a tendency to move one square at a time. I think the movement mechanics made it seem to be somewhat less than real time.
                  www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                  My banding life on Buzzkill's ladder.

                  Comment

                  • Mikko Lehtinen
                    Veteran
                    • Sep 2010
                    • 1246

                    #24
                    Originally posted by ghengiz
                    This lead us to another point. How many turns does the effect of earthbound go on? is it permanent unless "cured" in some way, for example with a potion/spell of levitation?
                    It's going to be temporary, a lot like slowing. The duration is probably somewhat longer. For now I've been only thinking about earthbound only as a monster status, but it does make perfect sense for player too. Maybe earth elementals and druids could cast Earthbind on the player?

                    EDIT: I think have to take that one back. Earthbind is a bit too narrow status effect for the player. It's good against monsters since you can choose the perfect time to use it, but against the player it would usually be meaningless.
                    Last edited by Mikko Lehtinen; April 8, 2012, 17:54.

                    Comment

                    • Mikko Lehtinen
                      Veteran
                      • Sep 2010
                      • 1246

                      #25
                      Boulder Dash does come surprisingly close to a roguelike... There was even a level editor that could produce randomly generated levels, IIRC!

                      I'd love a Boulder Dash RPG.

                      Comment

                      • Mikko Lehtinen
                        Veteran
                        • Sep 2010
                        • 1246

                        #26
                        Of course the idea of a Boulder Dash roguelike is so obvious that someone has already made it!

                        Comment

                        • Mikko Lehtinen
                          Veteran
                          • Sep 2010
                          • 1246

                          #27
                          Originally posted by Nick
                          That's a neat idea. Or you could have it switch between the two - as some of the Legend of Zelda games do, for example.
                          Having bird's eye view for corridors and platformer for rooms might be fun.

                          I have two "weird" realms in my setting, Chaos and Aether. Having a different point of view and doing tricks with gravity might be fun for Chaos-themed dungeons...

                          What about Aether? What kind of special rules might apply for astral travel?

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