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Found 7 results

  1. As I said in a status update, today I added a second actor who was intended for puzzles and special dungeons. I wanted to talk a bit more about my ideas behind them and how they will work, but didn't want to ramble on my status for 50 pages like I often end up doing so... Hey, I haven't made a blog post thing in a while, here is a good excuse to! I have said before, but Dwimmerdelve is based a lot on the Mystery Dungeon series of Japanese roguelikes or other games in the same style. While I do plan to do my own little twists on the formula, I want to implement as many features from the series as I can. I think at this point most of the basic stuff has already been done, but I still have a ways to go. Anyway, a common feature of the series is to have a little puzzle/tutorial mode with hand designed puzzle maps, and special dungeons that the player basically need to complete from a fresh character (if the whole game isn't that way already). Both require the ability to "reset" the character. Now originally I had the game do this anyway after every death anyway except for any items the player kept in storage, which is the way Shiren the Wanderer handles things. But I decided that although all your carried items should still be lost and all the player's progress toward your next level, it was better to allow the player to keep their current level and skills and make level 1 challenge modes/dungeons for those who want a more classic hardcore experience. So I needed to think about how best to let the player keep their progress mostly safe even if their character is reset. I found it the easiest (for now anyway) to just have a second actor who more or less is an identical copy of the first who's status can be discarded and reset at the start of a run. I did come up with a kind of neat idea for how that would work in lore actually. I decided to make puzzles and such take place in a special dream world under my control, hence why the player can't bring anything and the player's character reverts to their 'natural' state. It's not really their body, but a 'dream pawn'. As a bonus it also gave me a more direct way to play with the player! After all, I abducted them to play, but I mostly ended up standing around in my house in game not doing much. Not anymore! Now I can play in their dreams! Even added a little cutscene that shows me casting a sleepy spell on them, and they wake up in bed after. That also gave me idea of calling the special level 1 dungeons "Nightmare Dungeons". I haven't made any yet, though I have a bunch of old bonus dungeon maps I made ages ago before I really started working on my game properly that might make some good ones. One of them was eventually changed into a normal dungeon, but some of them are a bit too weird to really fit in anywhere. Such as one being a sort of half lava cave half swamp and another being a sort of bathhouse with elevated walkways. Not sure if I should go with my original idea for them though. The way I designed them originally was they were all parts of one big dungeon, and one of the dungeon maps was a kind of 'hub' map with like 5 different exit teleporter places of different colors, each which would take you to a different map next floor, which would have an exit back to the hub. Each map had a completely different look and feel, but one thing they all shared was wrapping borders which could be disorienting unless you were looking at the minimap (wonder if I could make the minimap kinda scroll centered around the player and wrap around too, but eh, maybe later). Anyway, still have lots to do before i quite have everything working the way I want it too, but the basic idea seems to work pretty well!
  2. One thing that I haven't been very shy about admitting is even at my most active I have never been that serious about game development here. I like to code neat scripts sometimes yes, and I do like to experiment, and I love to discuss and theorize, but sitting down and actually trying to make a real game by myself always struck me as kind of too much work for me. Mostly probobly just cause I am lazy, but even so when it comes right down to it I am not sure I ever had a really good solid idea for one. Oh don't get me wrong, I have plenty of ideas that I think are neat, but most of them are either random mishmashes of ideas that don't fit together in any real way or are just too overly ambitious to really get anywhere on. Every once and a while I have this 'big project' I want to work on but don;t end up really doing much with. The one time I tried to team up with some other people didn't turn out that well and I am not sure I am cut out for teamwork. That being said, I still have been ever so slowly chipping away at my own little block of stone. For all the years I have been on this site I have maintained a RPG Maker VX Ace project that I occasionally fiddle with, adding more and more experiments and random ideas to. It's more of my own personal script testing bed then anything else. I know I probobly should have moved on to MV ages ago but... there is just so much I have done with VX Ace! And bit by bit I think it's starting to pay off. It's still a mess of experiments without much underlying theme or idea behind it, but I am slowly seeing more and more a shape emerge that I might be able to refine. One might remember my old dungeon demo thing. I have added a ton to the scripts there since I bothered to update it, and it seems like I added another ton jut with in the lat few months. I just more or less managed to finally get a roguelike-style battle system (or as I like to call it a 'one-step tactical battle system', since it's basically like a tactical RPG battle system only things can only move one step per turn, or one could think of it as a 'turn-based ABS' perhaps if that idea doesn't make your head explode) working properly. Now I have wanted to do a proper roguelike for a while, and I basically have all the major parts needed to make one from the random dungeons to even the item identification thing. I have a number of interesting tweaks to the generator to produce what may be some of the most pretty dungeons I have seen from similar style dungeon generators, and a number of dungeon types already done. I have a fair variety of different critters too that move and behave in different ways. Imps that can fly over gaps, Sea creatures that can swim, Bats that can fly and move quickly but erratically, Spiders which are slow but can suddenly jump at their target, Ghosts which phase through walls, and so on. But if that were all I would still probobly end up with a bit of a disconnected mess of ideas. As much as I think gameplay is more important then story or presentation in games, I can't really deny the importance of theming at the very least. Just blindly programing in whatever idea I can think of without some overall hook to the design to tie it all together probobly will just leave me with what I have been doing for the last few years: Just throwing stuff into a pile and poking it to see what it does. Ah, but fortunately I do have the perfect thing to tie it all together I think, and I didn't even really have to go far to find it! Just look at all the stuff I have been telling people about fairies over the time I have been here. A lot of the details could fit right in with a roguelike actually. Even my older abandoned team game had a big focus on that kind of thing. I even have a name picked out! How about "Dwimmerdelve: Adventures in a Phantasmagorical Fairyland"? What do you think?
  3. Squishybrick

    rpgmakervxace Dungeon Master 2

    Mature Warning: Possible unintentional/accidental drug usage and very few but some foul language included. Abstract: A dungeon crawler with rogue-like elements, and great variety. Genre: See "Abstract" Game Progression: Complete, releasing demo Recruitment: Game entirely made by single person, none needed. Game Length: Full Game - 9 to 12 hours Demo - 45 minutes to 1 and a half hours. http://www.mediafire.com/file/1k5j4iieoxsa0e0/Dungeon_Master_2_Demo.zip [The Demo] Story: You control a group of adventurers seeking the "Dungeon Master", a strange overlord of an even stranger realm, which is responsible for the disappearance of many noble adventurers. You are tasked with heading through "The Paths", an enigmatic system of pathways dotted with strange symbols that teleport you to various realms all across this dimension. Can you survive the onslaught and reach the dungeon master? Or will you be but another tale of woe? Character Bios: The game is more focused on the gameplay itself, rather than the characters, and though your characters may individually fall victim to traps or avoid them, there isn't any real development going for them. Credits: Creator/Ideas - Squishybrick Scripts-------- Item Rarity - Hime Item Stack Size - Hime Mana Shield - Hime Active Cost - Hime Toggle State - Hime Chest Drop Randomizer - AdiktuzMiko Anti-Fail - Yanfly Passive States - Yanfly Passive Skills - Neon Black Drop Options - modern algebra (rmrk.net) Custom BGS------ Thunder - Squishybrick [The player heading through "The Path", in the demo] [The player visiting one of the "Temples".] [A screenshot of the inventory page, with some various collected items] Features: The demo perfectly encapsulates most of the main features my game has to offer, and, if beaten, will tell you everything you need to know about what the full game offers.. But obviously it'd be lazy to just let my demo do all the talking, so here's a basic explanation/run-down on how the demo/main game works.. The gameplay is quite simple. Once you're actually in the path, you're set on a non-deviating path leading down. In this path are "nodes", miniature portals on the ground which teleport you to various locations each time you step on them. Growing stronger in this game is not done by EXP, but instead, equipment and stat-ups.. Some of the "nodes" may take you to a realm known as a "temple", which contain one of the various demi-gods that rule over this dimension.. Most of them offer you one of two choices. A free permanent stat-up if you pray to them, or, a different special reward depending on which god it is.. For instance, kaiser, the god of wealth, may offer a chest which gives a random amount of gold to you. Brutus, the god of endurance, may offer a random piece of armor-based equipment, and so forth. Among the nodes, there are two other main types you will encounter.. One being "Village" nodes... Stepping on one will teleport you to a random village. There are various different villages you may end up in, each one unique.. Some villages don't sell weapons, but extra-powerful armor, some villages might include a higher chance to encounter special merchants wandering around, some villages may sell special items which you may use to help you along the way, and some villages may offer discounts or special services unique only to that village. The last thing I'll explain, is dungeons.. Among the nodes, a dungeon node is also something you will encounter often. A dungeon node will take you, unsurprisingly, to a dungeon, which to your dismay/pleasure merely looks like "another path, but horizontal this time".. Within a dungeon, you will face enemies, specific to that dungeon.. There are many flavors of enemies you may encounter. Some strong, some weak, some fast, some dangerous, but each one has their own unique attacks and strategies to employ, so never expect the same battle twice. Also within dungeons you may find random items, or bump into/dodge traps. Some of which may hurt a party member, debuff them, or even help them, depending on the situation and dungeon-type. I don't wish to explain my demo/game any further than that, because my game is rogue-like in nature. It's just as much about exploring new avenues and encountering the unexpected, as it is "a generic dungeon crawler".. Known Issues: I've play-tested the full game and beaten it over 6 times, each with a roughly 10-hour play-through, my goal was to merely continue playing and beating the game, until I ceased to find a single bug in a full play-through, and then play-test it once more to make sure, which I've done. That does not mean my game, or the demo for it, is perfect. If there are any bugs, I have not seen them, but I won't deny that they could exist. There ARE balancing issues, where taking advantage of certain events may end you up with a disturbingly over-powered party, but this, I like to think, is similar to the :"binding of isaac" form of exploit, where though said exploits may openly exist, you'd be required to do perform very specific long-term actions to ensure said exploits were possible, and I guarantee you won't even be aware the exploits exist on your first few play-throughs. Future Plan / Ending notes: If you play the demo, and successfully beat it, you will be rewarded with a credits screen showing you what the "full" game offers.. If you hated the demo, I promise you, you will hate the game, because besides having a lot more content all-around, the gameplay remains mostly the same to the demo at its heart. If you loved the demo, and end up playing it multiple times just to see the various places you end up, the items you can gain, and things to see and do, then let me know on this thread. Three last points to make.. 1. I'm releasing the demo as an installer in a zip file, without the rtp data or whatever it's called.. If this is considered "bad" please let me know, and I'll re-upload it with said data included. 2. I'm not "holding the game hostage until I think enough people like it".. In fact, it might be easier to just personally ask me for a copy if you like it, so you don't "have" to publicly praise/shame the game on the thread if you don't want to "give me attention".. 3.The full version of the game, if given to everyone or just through a PM, will come with a free copy of a full guide that I created for the game, completely explaining every mechanic in the full version, as well as hints, tips, secrets, and even a few basic strategic exploits. I suppose that's all I can say for now.. Hope you enjoy the demo. Post what you think about it (if you want), and if you find any bugs in the demo, let me know. I play-tested the demo as well, but I'm not perfect, who knows what a fresh pair of eyes might catch that I missed.
  4. Dive into a world straight out of your closet! (This topic is meant for The Gaming Lounge) Abstract: RPG The Board Game is a twist on the traditional roguelike genre, using game boards and dice rolls to "generate" a playthrough. Genre: Fantasy, roguelike Features Roguelike-inspired game progression: Player encounters with monsters and events are determined by dice rolls. Unlucky rolls can leave the player severely underleveled for the bosses, or in danger of dying in the next encounter Fast-paced, no-frills battles: A simple battle system stripped of RNG dictates the pace of monster encounters. All player and enemy info is freely available to the player, allowing them to plan accordingly for victory or to cut their losses and escape. Seize control of your fate: Powerful equipment shops, special event tiles, subquests, and the almighty Loaded dice allow the player to adapt to the RNG, or even to seize control of it in order to tip the scales in their favor. Demo Play Time: 15 minutes (Come on, it'll be fun) RPG: The Board Game is a small project that I would really like to explore. I am a huge fan of roguelikes, where your fate is constantly at the mercy of the dice, so I decided to apply that dynamic in my own way in this demo. Credits: Each "Board" is a scenario with its own little plot; players move around the board based on dice rolls, and different events happen on different tiles. Players gain levels, meet quest NPCs, and fight sub-bosses, ultimately to complete the Board objective. Although most of a characters's journey is randomized, there are plenty of aspects of the playthrough that a good player may change to adapt to the situation. Players may buy equipment suited to their current parameters, implore the grace of the many Dungeon Spirits, or even use the mighty Loaded Dice to dictate the pace of the run! The Magma Caves: Home of the fearsome Magma Dragon! Story: This demo contains the board "The Magma Caves", a dungeon where the player goes around a the Board multiple times, gaining levels and defeating powerful guardians, all for a shot at the Magma Dragon himself. Cassidy, Captain of the Guard, has been sent by the king to vanquish the Magma Dragon that has recently taken residence in the Magma Cave dungeon. She is the only player character in the game. This Board was inspired by a board game called "Magma Dungeon" we had at home when I was a kid. All the classes and monsters were ripped straight out of Ragnarok: Online, and the mechanics were pretty thin, but at age 8 I really thought it was a masterpiece Demo is here: X Known Issues: Haven't worked out the common event kinks with the final boss completely yet. It doesn't really affect the gameplay, but the interface does get weird when you do certain things. Feel very very free to leave any kind of comment; criticism, suggestions, it's all good.
  5. Abstract: A roguelike rpg with an active combat system. Genre: RPG active combat Roguelike. Average Demo Time: There is no end in the game. But I'd say 3 hours. Game Progression: Demo version 0.67. Upcoming Update: Story / setting / Purpose: The land of Kaldia is wounded by 3 shattered crystals and the gods can't remove it! It corrupts monsters in the Canyon driving them mad. Little do people know that the Canyon is full of dungeons and mysteries. Your job is to recover the 9 shards and.... well do what you want! destroy them, sell them, use them for power or give them away! Each will unlock a achievement as you repeatedly roam the dungeons with 16 different races and classes! Why did I make this game?: My friends and I love roguelike game like D&D, dungeon crawls, TOME, etc. So I decided to make my own and share it with my friends. In the end it turned up here. Character Bio: You can play as 16 different races all hired to recover the crystals. Will the make it or will they rot like the rest I hired! Challenge: Show off your achievements of the Ancient Dungeons' progress. Make a picture of your resent achievement! Can you get them all? I dear you try! Far in the future changs: I want to change all the sprites hopefully to something better. Whenever I got time I will draw my own sprites or get help from anyone who wish to help me. For now I will use these sprites. And not to forget! I will also work on fixing the grammar and small detail mistakes! (I hate my dyslexia). Credits: Features: The game contains some extra controls. Arrows to move around. Z to interfere with objects. X to open the manu. Shift to run. A to open the god options (if you are worshiping one). S to use your equipped weapon. D to use your second hand weapon. F,G to use items. Q to rest and restore health. W,E,R,T to use spells or skills. N to modify your Action bar. Download: https://mega.co.nz/#!EwglgR6Y!jQi5lBxhVrjCsveIAHcF3MEIyluSHhi9djpdq-Oi9Fg Known Issues: An item drop from a foe does not popup when picked up. Pease report any bugs in the comments. Be specific and detailed.
  6. Hi, Im working on a roguelike project in VX Ace, using Saba Kans Random Dungeon Generator. I started the project last year and learned a lot about VX Ace until today. I am OK at scripting and think I have what it takes to tacke such a project (for example I modified Saba Kans script so that the mini-map can be toggled on/off and there are tweaks to the dungeon generator itself). As of now, Im using the standard battle system. There are on-screen touch encounters but then you go to the battle screen and fight using the standard battle system. The same thing is true to all the menus and basic database of the maker. This approach is not really "rogue like" as those games usually have "map screen battles". Scripting this project into a "real" rogue like is lot of additional work. Okay, now here is my question, which path should I choose? A. A pseudo Roguelike RPG Using the standard battle system, featuring a party of 4, lots of skills and customization options, tons of items (almost like in an MMO). All done using the default systems and database. B. A "true" Roguelike In order to achieve this, I am forced to cut back on the complexity. Pros: Map Screen Battles, Interacting with enemies and objects right on the map etc. Cons: Only 1 Hero (no party), only a few dozen scripted items and skills. Not tons of them. Here is a link to the RMN entry of my game, as well as sample screenshots.
  7. Fhizban

    The path of the Roguelike

    Ah, my first blog (and my very first entry as well!) So, this is Malagar, hailing from Europe (germany to be more exact). PHP coder by day (gotta pay the rent you know) and VX Ace noob at night (but im improving!). And yes, I try to create a "Roguelike" using VX Ace. A daunting task for a newbie you might think. And indeed it is, but i do not give up! First of all, what is a roguelike? Its a computer game that utilizes tons of randomly generated content. So the game is always different every time you play. I tried to make such a game using RPGMaker 2k3 a good while back. But the old Maker engine lacked scripting and therefore the project was abandoned quickly. Now I am back with my trusty full version of VX Ace. And BTW, HERE is a bit more information about what "roguelike" games are. So, the name of my game is GrindQuest. Because thats what it is about: grinding and questing in a randomly generated world. At first I wanted to make overworld maps also, but this is too difficult ATM. Instead I decided to put the game into a giant dungeon and save worldmaps for a possible second installation of the game. The foundation of my project is "Saba Kan's Random Dungeon Generator 0.14" by Saba Kan and translated by Kirinelf. But I modified the code a lot (will be explained in another blog entry), so you cannot really compare it to the old codebase again. I also sent an email to SabaKan, but he didnt answer (sadly I do not speak japanese). It seems like he did not update his code anymore. Anyways, I have already implement so much new stuff into his script that I doubt his update could add anything useful to it. The real challenge of creating a roguelike game out of this, is not creating the dungeon itself. Its the game system, the interaction of objects and the turn based combat that takes place on the map itself. Im already working on Items, Obstacles and Traps. But the combat system really gives me a headache. Therefore I have decided to use the standard RPGMaker battlesystem for now. I know that this is not very "roguelike" but the "real thing" is way beyond my scripting knowledge right now. Maybe, if I finish the other parts of this "engine" I cann switch to a true rogulike combat system later. I am doing my best! Stay tuned for more entries, features and screens - there will be more stuff soon! cheers -Malagar
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