Posted by: Aurora
« on: 06. July 2016, 16:50:08 »As a fan of Aliens, atmospheric RPGs, and all things retro, I am going to give this a try. I have a soft spot for old school pseudographics, maybe something to do with the picture of the imagination being better, as some discussed here earlier.
It's been looming on my mind for ages, but I finally decided now that one day I will make a roguelike adventure game.I'm actually surprised at how interesting and fun this is while sporting such a simplistic appearance. It really gives me motivation to do some self programming regardless if I lack all of the fancy graphics resources to go with it.
This is really quite clever. One could use such a layout with a 'high-risk' shortcut route for FPS as well. Mental note added...The "multi-level connected towers" design is really interesting, I don't believe it's common in roguelikes is it? I feel I've been taught a few things about game design from playing this so much, specifically about setting up a game world for interesting navigation:
- the main tower is really dangerous, and it's also in the center meaning it's usually the most obvious "shortcut" to take
- you can try to avoid the dangerous main tower by ascending with the elevators in the other towers, but this can become very hard sometimes and tempt you to peek into the main tower after all to ascend at least one level when all the other towers' elevators are broken or you simply can't find the working elevator
- the tower structure makes you really think when you need to go somewhere, like say level 5 of the Storage tower when you are on level 3 of the Engineering tower, your first thought might be to walk to the Storage tower on level 3 and just take the elevator up but that might be a pointless action if the ascending elevators are broken for the Storage tower on that level, and your mission turns into trying to ascend however you can while trying to stick to towers that are next to the Storage one and then remembering the (different for each run) route for later