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Lambdarogue 1.1 out

Discussion in 'RPG Codex News & Content Comments' started by Calis, Aug 12, 2008.

  1. Calis Pensionado

    Calis
    Joined:
    Jun 15, 2002
    Messages:
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    Tags: LambdaRogue

    Mario wrote in to <A HREF="http://lambdarogue.net/dl-showentry.php?n=62" target="_blank">announce he's got a new version of his postcardware Roguelike out</A>. It's got less bugs and more graphics for all you narrowminded Asciiphobic cunts out there.
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  2. elander_ Arbiter

    elander_
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    It's better to have a choice. Personally i enjoy playing a roguelike with ascii chars as much as enjoy playing with a cook in my face.

    Now you only need to add choices and consequences and dialog roleplaying to your roguelike. ;)
     
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  3. mariodonick Novice

    mariodonick
    Joined:
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    I'm unsure what you mean. You have lots of choices in the game and they have consequences, but they are tactical, not story related.

    Actually I thought about this some minutes ago, before reading your post. Developing a dialog system for the NPCs and quests is one of the next major steps.
     
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  4. Castanova Prophet

    Castanova
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    Not sure how appealing it is to have to read the same dialogue over again every game I play.
     
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  5. mariodonick Novice

    mariodonick
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    This is indeed a problem. If the game was no roguelike and the player could save everytime he wants, and there was no permanent death forcing to restart the game over and over again, complex dialogs and stories would make more sense.

    This is why I plan to include a "quick accept quest" function to all quest dialogs. So instead having to choose and to read everytime, the player can just press a certain key, which skips the dialog.

    Because this way the player has no influence on the consequences of his dialog choices, these are created randomly -- very roguelikish, I think.
     
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  6. aleph Arcane

    aleph
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    roguelikes with graphics :roll:
    :declineoftheroguelike:

    apart from that, looks quite interesting.
     
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  7. elander_ Arbiter

    elander_
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    The way Diablo did quests is very good for a rogue-like. Quests are activated when certain game events happen or when you make some interesting discovery and instead of you having to hunt npcs it's those npcs who tell you about the quest and it becomes part of your journal. You don't even have to accept the quest or do anything about it if you don't want to bother with it. If you chose to do these quests you can win a "card" to play later in the game.

    About dialog i think it would be interesting, for example, have an npc guard a bridge or a door (as a random encounter) and you have to talk the right way with him or use the right attitude or some previous knowledge about him (maybe one of those "cards" you got from a previous quest).
     
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  8. mariodonick Novice

    mariodonick
    Joined:
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    Aleph,

    I often prefer ASCII output, too, put to introduce people to the roguelike genre, graphics work just better. To change output to ASCII, just go to the options screen. Restart the game in a terminal window (80x25) and you have a traditional output.


    Elander_,

    now, as you say this ... I remember how unobstrusive quests in Diablo were ... have to investigate how I could do this. However, I think the aforementioned "quick accept quest" function would perform well, too. 'Cause most quests in LambdaRogue are optional and you just don't need to talk to the NPCs.
     
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