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PleasingFungus
Oct 10, 2012
idiot asshole bitch who should fuck off
i was playing a very bad 'hacking' roguelike (roguelike-like?) a few months ago. it was implemented in html 5, and there was a plot about trying to rescue someone's sister or brother or something. you entered different networks, downloaded funny pictures to put on not-facebook for e-cred, which you could exchange for hacking programs/info on not-ebay. there was some concept of 'heat', but as far as i could tell it did nothing and there was no actual danger. also you could adjust lightswitches and thermostats, which did nothing.

wish i could remember the name...

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Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


While I don't think it was a roguelike, I think Hacknet got pretty decent reviews. Maybe look into that?

Rutibex
Sep 9, 2001

by Fluffdaddy

Helical Nightmares posted:

I also would appreciate a review/answer.

I really enjoy The Curious Expedition. It reminds me a lot of the board game Mage Knight, almost to the point where it feels like a rip off. This is good, because Mage Knight is a deep and extremely well balanced game.

The themes in Curious Expedition are fairly dark on the surface, but they are extremely dark if you know a thing or two about actual colonial history.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Isaac posted:

Did Uplink have permadeath?

In case you're saying this because of my request: I already own Uplink, and it gets extremely repetitive very quickly. Plus its 'actually kinda sorta like hacking' isn't what I'm looking for.

Zaodai posted:

While I don't think it was a roguelike, I think Hacknet got pretty decent reviews. Maybe look into that?

It isn't a roguelike. I do own it, and I enjoyed it, but there isn't any replay value.

Toadsmash posted:

It's probably not exactly what you're looking for, but you should still try Duskers if you haven't.

That one does look intriguing. I'll check it out when payday rolls around.

Isaac
Aug 3, 2006

Fun Shoe
Get a shodan.io account and mess with real life computers. The ultimate roguelike

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

Isaac posted:

Get a shodan.io account and mess with real life computers. The ultimate roguelike

The ultimate roguelike is life.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
I have discovered Duskers. :3:

Wasn't the dev a goon?

rchandra
Apr 30, 2013


Unormal posted:

We'll be updating the ea page when we make a final decision on it. Since it just makes EA purchase more attractive figure there's no rush to the door to update the text.

I decided on Sproggiwood instead! Enjoying it so far, but not a huge fan of the shopping stuff - is it reasonable to just buy the generic upgrades and let adventurers find their own items?

e: Sproggibug: when the Archer's first power gets a critical hit, it doesn't come out of the targetting for it even if there are no other foes.

rchandra fucked around with this message at 04:58 on Jul 5, 2016

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

rchandra posted:

I decided on Sproggiwood instead! Enjoying it so far, but not a huge fan of the shopping stuff - is it reasonable to just buy the generic upgrades and let adventurers find their own items?

e: Sproggibug: when the Archer's first power gets a critical hit, it doesn't come out of the targetting for it even if there are no other foes.

Completely! I only own some of the strong weapons for when I tackle savage dungeons, but on easy and normal I found the starter weapons worked fine. Focus on generic upgrades until they're all maxed out and you should be good!

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe
Yeah you can definitely beat easy and normal playing it with 0 upgrades; and you can beat savage from a clean slate (without switching to it from a partially upgraded easy/normal), though it's somewhat questionable if you can beat the whole thing with 0 upgrades, but it's probably possible.

Cuntellectual
Aug 6, 2010

PleasingFungus posted:

i've heard of that but i never actually got pro enough at the game to ghost abuse. the game As I Played It was time-limited... but it's really dumb that ghosting is encouraged for the 'pros'


doomrl is notorious for not having a clock, which encourages people to sit in one place and lure the entire level there one monster at a time. sil does have a good clock (the minimum depth that increases over time), but it also has a vestigial food clock, iirc - does that ever become relevant?

You can turn on an Angel/Archangel to get a timer, but Idon't think there's a food clock.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Unormal posted:

The ultimate roguelike is life.

I thought we agreed that life was not a roguelike because it isn't procedurally generated?

Benly
Aug 2, 2011

20% of the time, it works every time.

Jedit posted:

I thought we agreed that life was not a roguelike because it isn't procedurally generated?

You just have to start with a different worldgen seed when you make a new character, everything's totally different.

Rutibex
Sep 9, 2001

by Fluffdaddy

Jedit posted:

I thought we agreed that life was not a roguelike because it isn't procedurally generated?

The multiple worlds interpretation of quantum mechanics would imply that reality is in fact procedurally generated, including a nasty RNG.

Floodkiller
May 31, 2011

Playing Wasted and I appreciate the NPC whose conversation dialogue options are all the follower dialogue choices from Elona.

Also, Slab killed Dick by accident while trying to kill me, I hope there isn't any other quests related to him after the wig one.

ToxicFrog
Apr 26, 2008


Zaodai posted:

It does make me curious though, since we have a number of goon devs in thread. What language(s) do you guys code your games in? My meager coding experience from school was mostly C++, though that was long enough ago I don't remember the syntax for any of it. The last time I had to use any of it was helping a friend get through his programming classes when he got stuck on his homework.

Back in the day (i.e. for school projects, or dabbling in things while in school) I used either C, or Turing (it's what was preinstalled on the high school computers). At the moment I'm using Lua for TTYmor; text only for now, but plans for a love2d-based graphical frontend in the future. I also have a backburnered web-based game written in Clojure.

These days the current hotness seems to be Unity/C#, but I'm not really a fan of C#, and since these are hobby projects I don't much care if this means that things take longer to develop if I enjoy the development more.

Anatharon posted:

You can turn on an Angel/Archangel to get a timer, but I don't think there's a food clock.

There's not. The main thing keeping you from just taking cover somewhere and picking off enemies as they come to you is that most enemies won't hunt you down from across the level; if you're dedicated to killing 100% of enemies and getting 100% of loot, the "clock" is your health, since you're going to have to go looking.

If you want to impose an actual "you have limited time on each floor" clock rather than "you can sit and hide forever but will get no benefit from doing so, so you should keep going" pressure, the Red Alert challenges impose a hard time limit and the Nightmare! difficulty and Darkness challenges impose a soft one (via respawning enemies that give no loot or XP).

madjackmcmad posted:

The hardcore roguelike audience always searches for The Optimal Path. If you present them a game, they will hunt down the method that produces the most powerful character available within the system given, and that is the only metric they'll use to quantify the result. This means they will do exactly what Cartman did in the South Park episode about WoW, and fight level 1 wolves for hundreds of hours to reach max level, THEN go out and play the rest of the game.

They'll do this, and tell you and everyone else that your game is boring, bad, and un-fun, because the "only" way to play involves tedious grinding, and if you don't do this tedious grinding, the game is unplayable.

There's an old quote about this which I unfortunately can't remember the source of: "if there are two ways to play your game -- the quick fun way, and the slow, tedious, boring, but slightly more optimal way -- your players will pick the boring way every time, and blame you for it".

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


ToxicFrog posted:

There's an old quote about this which I unfortunately can't remember the source of: "if there are two ways to play your game -- the quick fun way, and the slow, tedious, boring, but slightly more optimal way -- your players will pick the boring way every time, and blame you for it".

The slow boring optimal way actually impacts Dungeon Crawl development, as the HAM/HOM. The Hypothetical Autistic (or Optimal, if you're feeling PC) Man.

Stuff gets removed because of edge cases where in theory the "perfect" play would be to that piece of equipment could be swapped every X amount of turns to get more of the benefit and avoid whatever the tradeoff was going to be. Most players wouldn't do that, but it still needed to be rebalanced because the HAM would be obligated to. Some spell effects got reworked to be less tedious, which is mostly a QoL buff but motivated by the same general idea: Taking mindless tedium out of "proper" play.

PleasingFungus could probably provide more specifics.

Lunsku
May 21, 2006

Do I assume correct that secret doors in Dungeonmans are pretty much "be drat prepared if you open one"? Had a champion behind one one-shot my fortunately only lvl 7 rangerman from full health.

Edit: Game is pretty fun tho'.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
The point of every game is to win; forcing the player to choose between winning and fun is, itself, bad and unfun. The tendency to deflect this onto the player is misplaced, although at least most of the devs here seem to acknowledge that these situations are best avoided even while they complain about it.

Prism
Dec 22, 2007

yospos

Lunsku posted:

Do I assume correct that secret doors in Dungeonmans are pretty much "be drat prepared if you open one"? Had a champion behind one one-shot my fortunately only lvl 7 rangerman from full health.

Edit: Game is pretty fun tho'.

How do you even spot/open secret doors in Dungeonmans?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
also the logical endpoint of "i would rather avoid unpleasant experiences even if they lead to a much more satisfying conclusion" is to not play roguelikes at all, so really there's some self-selection going on here and the whole thing is ultimately a matter of degrees

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Prism posted:

How do you even spot/open secret doors in Dungeonmans?

Mash your mans against walls you think might be a secret door.

'90s style.

PleasingFungus
Oct 10, 2012
idiot asshole bitch who should fuck off
that doesn't sound very fun.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

PleasingFungus posted:

that doesn't sound very fun.

You get a sense when a secret door is around, so you don't have to bump every wall all the time.

victrix
Oct 30, 2007


Detection trips off your Science I think, and once you have the Dungeon Sense skill you'll probably much always spot them. Given that they can have Dangerous Bad Things it's not always the best idea to open every one the early game anyway, unless you're ready for what you might find inside (or use a detect scroll first, or escape items/skills, etc, always be ready for the worst).

ToxicFrog
Apr 26, 2008


So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items.


There are also configuration settings for sorting and grouping items in your inventory...


...and a debug command to test it with, since the map generator won't place any items yet.


There's a few places I could go with this next, but I think the most obvious are either getting the map generator to start placing items (although its algorithm for doing so probably won't be very close to OG Dredmor), or starting work on the mechanics of primary and secondary stats, stat modifiers, and equipment, so that it becomes possible to gear up -- at which point the next obvious thing to implement is combat and some training dummies to test it with.

Samizdata
May 14, 2007

ToxicFrog posted:

So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items.


There are also configuration settings for sorting and grouping items in your inventory...


...and a debug command to test it with, since the map generator won't place any items yet.


There's a few places I could go with this next, but I think the most obvious are either getting the map generator to start placing items (although its algorithm for doing so probably won't be very close to OG Dredmor), or starting work on the mechanics of primary and secondary stats, stat modifiers, and equipment, so that it becomes possible to gear up -- at which point the next obvious thing to implement is combat and some training dummies to test it with.

Oirate Training Breeches, Fabulously Striped Pants, AND Plumber's Agaric? I want a piece of this action!

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


I'm all about that Ostentatious Tunic. The opulence, I has it.

Jazerus
May 24, 2011


ToxicFrog posted:

So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items.


There are also configuration settings for sorting and grouping items in your inventory...


...and a debug command to test it with, since the map generator won't place any items yet.


There's a few places I could go with this next, but I think the most obvious are either getting the map generator to start placing items (although its algorithm for doing so probably won't be very close to OG Dredmor), or starting work on the mechanics of primary and secondary stats, stat modifiers, and equipment, so that it becomes possible to gear up -- at which point the next obvious thing to implement is combat and some training dummies to test it with.

At this rate TTYmor is going to end up being substantially better than Dredmor just by having a usable item system.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
So I got Duskers and played around with it a bit. I like that the story progress persists across resets. I don't like that I just spent an hour searching a derelict with lots and lots and lots of rooms, carefully maneuvering to space, destroy, and/or avoid any aliens I could, then got ambushed by alien out of nowhere on my way back to the ship and lost all my drones. I'm going to sit down with the manual, but just in case, can someone throw together/point me to a 'so you just started playing Duskers' FAQ that might explain where I went wrong?

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
i find that i don't play the "mash my face against every wall" game in roguelikes nearly as much as i do in non-procedurally generated games because if that knowledge of where the secret's hiding isn't going to help future games the reward:effort ratio goes way the gently caress down

madjackmcmad
May 27, 2008

Look, I'm startin' to believe some of the stuff the cult guy's been saying, it's starting to make a lot of sense.

Rutibex posted:

I really enjoy The Curious Expedition. It reminds me a lot of the board game Mage Knight, almost to the point where it feels like a rip off. This is good, because Mage Knight is a deep and extremely well balanced game.

The themes in Curious Expedition are fairly dark on the surface, but they are extremely dark if you know a thing or two about actual colonial history.

edit: wow ok tweets like do the full linking and the imaging here in the forums, I didn't know.


whooooao what really? Why didn't anyone tell me this.

I need to make a Runebound clone. Forever.

https://twitter.com/Dungeonmans/status/750337388296015872

https://twitter.com/Dungeonmans/status/750337659919142912

TOOT BOOT
May 25, 2010

ToxicSlurpee posted:

I think ADOM can be one of the worst for that. If you encounter an early altar you can grind out an artifact but it can take hours of boring grinding. And sometimes what you get sucks.

But even most of the kind of crappy ones are way better than the other gear you find at that point. They're also indestructible which is really really handy forever. But getting them is so grindy.

They got rid of a lot of the worst offenders in that respect. Dragon doubling is gone (and was a bug to begin with), you can't stairscum the ID for items anymore, the casino level is corrupting now, etc.

I'm sure there are still many completely boring ways to play the game but I don't think you should go too far down the rabbit hole of optimizing for hypothetical optimal man.

Unfortunately with closing all those loopholes a lot of the old element-man challenge games aren't doable anymore on the new version.

Burning Rain
Jul 17, 2006

What's happening?!?!

madjackmcmad posted:

edit: wow ok tweets like do the full linking and the imaging here in the forums, I didn't know.


whooooao what really? Why didn't anyone tell me this.

I need to make a Runebound clone. Forever.

https://twitter.com/Dungeonmans/status/750337388296015872

https://twitter.com/Dungeonmans/status/750337659919142912

Do it! There's def. not enough cool video-boardgames.

victrix
Oct 30, 2007


Burning Rain posted:

Do it! There's def. not enough cool video-boardgames.

I was very excited for Armello for awhile, then sad when it came out :(

Come to think of it, there aren't really many games that capture the feel of the more epic board games, not totally. I'd love to see some games that aped the basic feel of a boardgame, but mixed in videogame mechanics where they felt right. Something like Hand of Fate, but for a giant world exploring rpg with cards and dice and tokens.

They'll never match the experience of sitting at a table with your friends shooting the poo poo and eating munchies while playing, but I think it could still make a game that looked neat and played fun.

Something like Culdcept:

https://www.youtube.com/watch?v=dpqV1kw-CmA

But, well, better :v: I had fun with one or another one of those, but I didn't like the core gameplay a ton. The aesthetic was neat though.

They're all a great excuse to use a mountain of gorgeous hand drawn art too.

Helical Nightmares
Apr 30, 2009
Armageddon Empires

http://www.crypticcomet.com/games/AE/armageddon_empires.html

Solium Infernum

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Rutibex posted:

The multiple worlds interpretation of quantum mechanics would imply that reality is in fact procedurally generated, including a nasty RNG.

Oh, go walk up and down the stairs 10,000 times, will you?

ToxicFrog
Apr 26, 2008


Jazerus posted:

At this rate TTYmor is going to end up being substantially better than Dredmor just by having a usable item system.

That's basically my design doc: "Dredmor but with a better inventory and crafting system".

"Better crafting" is still a design-in-progress and I'm not entirely confident I can pull it off, but I think "better inventory" is coming along nicely.

Jordan7hm
Feb 17, 2011




Lipstick Apathy
There's a new book bundle out that includes a book by Derek Yu about Spelunky (12usd for the bundle at this tier). It also has some GameMaker stuff for the people who were interested in that. I'm probable picking this one up.

https://storybundle.com/games?utm_source=newsletter&utm_medium=email&utm_campaign=gigagame

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TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

ToxicFrog posted:

That's basically my design doc: "Dredmor but with a better inventory and crafting system".

"Better crafting" is still a design-in-progress and I'm not entirely confident I can pull it off, but I think "better inventory" is coming along nicely.

You might look into how Teleglitch handles crafting. Basically you select an item, and it'll tell you all the recipes you can make with the item. Select a recipe, it'll highlight the other items used in it; click and bam, you have the new item.

Since Dredmor has somewhat more recipes than Teleglitch does, you'll probably need to refine this a bit, but I think it's still a reasonable basis to work from.

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