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Pseudo Roguelike or true Roguelike?

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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.

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Haha, yeah you are right.

 

Well for now Im more into the traditional RPG approach, because a true rogue like is awful lots of work. But maybe i create a "template project" and copy as much of the scripts to it, to use it later for a true rogue like approach.

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I tried doing two projects too! I made a bit of progress on making a true roguelike, but for some reason I can't quite get the turn based movement synced right. Movement still works fine, but when I added a bump attack the player could do it more times then enemies. I think I would have to rewrite my whole turn based movement system to use proper turn order. I don't think Saba Kan's is any better.

 

Though, if you really wanted to do a party in a true roguelike, you still could. Pokemon Mystery Dungeon is a good example of a roguelike with a party system (one of the few really stand out things about the games I think), and I am sure there have been better examples (I myself would really want to try and duplicate the combat system of Ultima 6, witch isn't a roguelike, but has a very similar battle system to one, but with the ability to have multiple party members who can be either controllable or set to different types of automatic battling)

Edited by KilloZapit

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If you want to focus on one specifically right now, I would say the Pseudo-Roguelike.

 

Roguelike has made a comeback in recent years, but it's apparently because it's been combining elements with other "familiar" games.

 

I'd prattle on, but here, this is where I got most of my information:

 

 

 

You can tackle the true Roguelike when you feel like messing with complications that go with that. It sounds like something you need to be in the mood for!

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