I've been giving some thought to trying to make a roguelike game. Let me stress that I've written no code so far and I have half a million other projects to work on, so the odds of this making it very far are pretty slim. At this point I'm mostly considering this to be an exercise in theorycrafting. If that's not your boat, feel free to ignore this.
My interest is in relatively small-scale tactical combat, where you need to carefully consider your positioning with respect to your opponent as well as which techniques to use. I also like the concept of terrain deformation and manipulation, and want it to be a key aspect of that tactical approach. That is, the player should need to control terrain to do well in fights, either by positioning himself advantageously or by outright changing the terrain.
So the thought is to have a procedurally-generated 3D cave system composed of chunky cubes (vaguely Minecraft-style). Each cube has a terrain type (e.g. dirt, rock, river, ice, magma) and the types need to be able to interact with each other in meaningful ways. The player would have abilities to create, destroy, and shove cubes around. Some examples:
* Being above your target gives you a comparative advantage
* Raise a maze of stalagmites to interfere with enemy motion
* Undermine a cliff to collapse it, causing a landslide
* Punch a hole in a wall to unleash an underground river
* Place landmines which, when activated, not only explode but also remove terrain, trapping the victims in pits
* Stand in magma, assuming you can survive it, and enemies attacking you get hurt while your own attacks are imbued with heat
* Superheat yourself and jump in a river to blast nearby opponents with steam
So what I'm looking for is ways to adapt these concepts to actual mechanics. In particular, I want more terrain manipulation abilities, and more ways for different terrain types to interact. Let's say for the sake of argument that the following terrain types are in:
* Dirt, also encompassing sand, clay, etc. Sort of a chunky liquid, in the sense that it needs support or it will cave in. Also supports life.
* Rock of all types. Solid, dependable, nothing beats rock.
* Water, in the form of pools and rivers. Basic, chunky fluid mechanics will be needed (Dwarf Fortress-style).
* Ice as a static form of water.
* Magma, like water. Magma + water = steam + rock.
Some possible interactions I could see:
* Dirt + water -> plant life. But what would plants do? Trees could provide cover and stabilize the dirt to prevent it from collapsing...beyond that?
* Magma eats dirt, and could slowly consume (limited types of?) rock as well
* Ice + magma -> explosion of ice shards
But this really doesn't seem to be enough depth to base a game on. Of course I also have the basic shape of the terrain to play with, so there's things like height advantages, lines of sight, cover, etc, but I'd like the actual terrain to have more meaning as well.
As far as combat is concerned, I'll probably stick to the fantasy staples -- melee, bows, and spells. Of course each will have some special abilities for manipulating terrain.
Some things I would like to avoid:
* Mobility and teleportation abilities. Getting trapped should be bad; giving the player easy escapes lessens tension. The player will have the ability to slowly climb walls, so getting stuck in a pit is tactically problematic but not an automatic death sentence.
* Healing abilities. I want the player to soldier on regardless of their current state, so there is no resting, no "natural" recovery. Killed monsters drop essences that immediately recover you a bit when being picked up, and you have three slow full-regens that are only restored when returning to town, but otherwise you're on your own. The better you are at combat, the more self-sufficient you are and the longer you're able to go without bugging out.
I'd love to hear any suggestions y'all have.
My interest is in relatively small-scale tactical combat, where you need to carefully consider your positioning with respect to your opponent as well as which techniques to use. I also like the concept of terrain deformation and manipulation, and want it to be a key aspect of that tactical approach. That is, the player should need to control terrain to do well in fights, either by positioning himself advantageously or by outright changing the terrain.
So the thought is to have a procedurally-generated 3D cave system composed of chunky cubes (vaguely Minecraft-style). Each cube has a terrain type (e.g. dirt, rock, river, ice, magma) and the types need to be able to interact with each other in meaningful ways. The player would have abilities to create, destroy, and shove cubes around. Some examples:
* Being above your target gives you a comparative advantage
* Raise a maze of stalagmites to interfere with enemy motion
* Undermine a cliff to collapse it, causing a landslide
* Punch a hole in a wall to unleash an underground river
* Place landmines which, when activated, not only explode but also remove terrain, trapping the victims in pits
* Stand in magma, assuming you can survive it, and enemies attacking you get hurt while your own attacks are imbued with heat
* Superheat yourself and jump in a river to blast nearby opponents with steam
So what I'm looking for is ways to adapt these concepts to actual mechanics. In particular, I want more terrain manipulation abilities, and more ways for different terrain types to interact. Let's say for the sake of argument that the following terrain types are in:
* Dirt, also encompassing sand, clay, etc. Sort of a chunky liquid, in the sense that it needs support or it will cave in. Also supports life.
* Rock of all types. Solid, dependable, nothing beats rock.
* Water, in the form of pools and rivers. Basic, chunky fluid mechanics will be needed (Dwarf Fortress-style).
* Ice as a static form of water.
* Magma, like water. Magma + water = steam + rock.
Some possible interactions I could see:
* Dirt + water -> plant life. But what would plants do? Trees could provide cover and stabilize the dirt to prevent it from collapsing...beyond that?
* Magma eats dirt, and could slowly consume (limited types of?) rock as well
* Ice + magma -> explosion of ice shards
But this really doesn't seem to be enough depth to base a game on. Of course I also have the basic shape of the terrain to play with, so there's things like height advantages, lines of sight, cover, etc, but I'd like the actual terrain to have more meaning as well.
As far as combat is concerned, I'll probably stick to the fantasy staples -- melee, bows, and spells. Of course each will have some special abilities for manipulating terrain.
Some things I would like to avoid:
* Mobility and teleportation abilities. Getting trapped should be bad; giving the player easy escapes lessens tension. The player will have the ability to slowly climb walls, so getting stuck in a pit is tactically problematic but not an automatic death sentence.
* Healing abilities. I want the player to soldier on regardless of their current state, so there is no resting, no "natural" recovery. Killed monsters drop essences that immediately recover you a bit when being picked up, and you have three slow full-regens that are only restored when returning to town, but otherwise you're on your own. The better you are at combat, the more self-sufficient you are and the longer you're able to go without bugging out.
I'd love to hear any suggestions y'all have.
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