Hello guys! I'm making a java based roguelike, called mirkwood. Many of you know what a roguelike is, if not, read this excerpt from my website:
The typical roguelike's mechanics are based around the player traveling through a vertical dungeon, wiSth the goal of reaching the bottom, and usually collecting an item. Finally, the play ascends to the top. The dungeon is typically randomly generated. Combat and movement is turn based, so the player must move for enemies to move. Another popular aspect is simple, usually ASCII graphics (a player is shown as an @, and orc as an o, and a goblin as a g.)
Now this game is unlike most roguelikes. As opposed to generating a completely random set of dungeons, mirkwood simply generates a huge overland map. The players goal is to hunt down Thendil, an elf corrupted by an evil energy sent throughout Middle Earth after the defeat of Sauron. Sounds easy enough. There is a twist though. Since the game is built completely on one level, that means the player doesn't encounter harder monsters as they descend. Instead, the player is stuck fighting anything from a weak rat to a giant red dragon or even the elusive Mirkwood Monster from the beginning of the game. Of course, if they player has their luck about them, they could just happen to find the right monsters and items at the same time, and possibly even evade an encounter (could there be a secret luck ability hidden in the coding of the game? I don't know, that's part of the mystery.)
The game can be pretty fun, it generates a completely random world map, 600 by 200 tiles. This means to traverse every square, the player would take 120000 turns (of course they would starve long before this.)
Anybody find this interesting?
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No, I can easily adapt to make multiple floors. I'm making it one floor to make it different from other rogue likes. I want game-play to be fun but fast on this one. I also want floors to be large, so making one floor that's about the size of nine regular floors can make it very fun. And the final point is that a forest doesnt have "floors," the forest is the main floor.
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Update! I've reduced lag, doubled the screen size and tripled enemy counts. Will be uploading pictures soon.
Edit: New feature, post here with any monster designs you would like. Give what the name is, it's attack power, and its defense, as well as its level. Then give the keyboard symbol you would like for it to be displayed as, and also any special abilities it may have (quick healing, bows, etc.) And any weapons.
Last edited by lukanater (2012-05-09 21:52:39)
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Sounds very interesting! Just wondering, what graphics/input/game library/engine are you using?
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maxskywalker wrote:
Sounds very interesting! Just wondering, what graphics/input/game library/engine are you using?
I'm using a library as well as a tutorial on a very simple roguelike built at http://trystans.blogspot.com
The library is built to add console support into java (java doesn't have native console support) and thus uses ASCII (I've never really like graphical rogulikes, part of the fun is figuring out what the D is that's coming at you... That's of course until it kills you.)
I'll be uploading some screenshots soon to the website, mirkwoodrl.webs.com, just need to take some.
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lukanater wrote:
maxskywalker wrote:
Sounds very interesting! Just wondering, what graphics/input/game library/engine are you using?
I'm using a library as well as a tutorial on a very simple roguelike built at http://trystans.blogspot.com
The library is built to add console support into java (java doesn't have native console support) and thus uses ASCII (I've never really like graphical rogulikes, part of the fun is figuring out what the D is that's coming at you... That's of course until it kills you.)
I'll be uploading some screenshots soon to the website, mirkwoodrl.webs.com, just need to take some.
may I ask where the tutorial is? Also, that site doesn't say what library it uses.
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http://trystans.blogspot.com/2011/08/ro … lipse.html
It goes over all the basic aspects of a roguelike.
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