Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

First person roguelikes?

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
16,527
Location
Eastern block
Never played any but seems like an interesting subgenre. Any fans here?

Which is better for a 1st person roguelike, realtime or turn based?

Party based or a single character?

What are some elements not exploited enough?

What do YOU want to see in such a game?

How important is level design?

Is diablo-like itemization the only way to do items?

Discuss.
 

Jokzore

Arbiter
Joined
Mar 18, 2017
Messages
623
Look up Tower of Guns and Ziggurat. They're shooters though so i expect a fair amount of people here to hate them.

I think turn based would be interesting, mainly because I'm shit at real time.

Single character definitely, how would party based first person rogue like even work? I feel like it would be an absolute clusterfuck without being able to zoom out.

Level design i'd argue is not only unimportant in a rogue-like but almost impossible, you have to make it ...*shudders*... procedurally generated to keep it interesting and a challenge, otherwise whats the point if you know everything about a level before going in?!
Is diablo-like itemization the only way to do items?
Its definitely the easiest, theres plenty of already existing rogue-likes that do a far better job though.

edit: even diablo is trying to escape its itemization formula with all the new legendary and set items they keep adding to the game.
 

Alkarl

Savant
Joined
Oct 9, 2016
Messages
477
Barony isn't too terrible. It's a bit on the easy side though. It's also multiplayer, but I haven't messed around with that too much as of yet. Itemization is more like what you'd expect from games like ADOM and NetHack etc. Reminds me a little of Ultima Underworld, which is alright in my book.

Edit: It's real-time.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
16,527
Location
Eastern block
I'll reply to myself, then.

Which is better for a 1st person roguelike, realtime or turn based?

I think both can be done. I would prefer TB as always (cleaner system).

Funnily enough, I'd consider Microsoft Encarta's Mind Maze that shipped with Windows 95 perhaps a kind of a first-person, turn-based roguelike.



Party based or a single character?

Both can be done, again, but I think single character is a waste of potential.

What are some elements not exploited enough?

The whole idea is underused.

What do YOU want to see in such a game?

Turn-based, squad-based, RPG. Plus limited saving, limited lives, map seeds and subseeds. Something like Wizardry 8 but with TB combat and proc-gen.

How important is level design?

In a roguelike game I suppose hand placed statics are out of the question. But Ted Peterson had an awesome idea with seeds/subseeds for his Daggerfall spiritual successor.

Is diablo-like itemization the only way to do items?

I have no idea. Probably not. But I don't see the point.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,301
There's a pretty good Doom mod that turns it into a roguelike called Doom Infinite. Balance was pretty terrible last time I played and it had some stupid meta knowledge shit influencing the gameplay a lot, but the core engine was Doom, so that part was fucking great and at least a good 30% of the items were clever and fun to find. Definitely a good time waster with some long term potential.

I think 3rd person is a better format for the concept though, as it makes platforming and melee a lot more viable. Trying to dodge rockets on a tightwire without seeing your feet gets old pretty fast. Hence risk of rain 2 and it's various clones, which I'd generally recommend over the 1st person stuff like Ziggurat or whatever, which tend to just be bad FPS with wacky guns that usually suck.

Something like a roguelike version of wizardry or M&M would be really cool, but I've never seen it attempted before. I think you'd have trouble with survivability- traditional roguelikes rely a lot on giving the player access to random teleportation and knowledge of their position on the map afterwards to run the hell away from bad situations and then stay away while finding an escape from the floor. You'd need to figure out a way to make that translate over. It'd also just be a fucking crapton of work for all the monsters and dungeon tiles needing to be drawn as full screen assets instead of little tiles.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
16,527
Location
Eastern block
You might like City of Brass, but maybe is too action oriented ?

Idk

Looks like Toy Story

Update150_Social.jpg
 

Dark Souls II

Liturgist
Shitposter
Joined
Jul 13, 2024
Messages
1,085
Stalker: Anomaly

I'm aware of the mod but how is it a roguelike?

- Warfare Mode - now the Zone is alive with each individual & faction simulated with A-Life, including the zones you're not currectly in. Squads of different factions roam the world and try to achieve their goals by capturing bases and resources from other factions. Enemies in locations change dynamically, the AI might want to decide to increase the number of guards at a certain location depending on circumstances etc. Btw, mutant AI is also improved, so mutants act more like predators that are active or inactive depending on location, weather, time of day etc., instead of spawning randomly. Most mechanics are changed to be dynamic and reactive, for example dynamic economy means that becoming a drug smuggler or camping in the woods to hunt mutants and sell their meat for profit become viable strategies. There are multiple factions that you can start as and each faction has multiple spawn points, so you can start a playthrough in almost any part of the zone (and the spawn points can be chosen at random). Of course factions have dynamic allegiances, so what you do in one location affects how you'll be able to move through other locations.

- Dynamic anomaly locations, and anomalies change locations after blowouts.

- Ironman Mode - just one life, if you die you die.

- Agony Mode - you can't save game in combat, while bleedind, irradiated etc.

- Campfire Saving - you can only save at campfires. Faction squads build their own campfires dynamically, or you can build your own camp if you have resources (if you want to be a camper you have to carry stuff like a tent, sleeping bad and so on, so you trade the ability to carry more loot in order to be able to save more often).

- Survival mechanics including food, drugs, repair are all turned to 11, this also means the variety of loot is incredible (including things like weapons having separate condition bars for each weapon part), any weapon or armor can be disassembled for parts.

- Weapons and armors have extensive upgrade trees with some of the more advanced extension being very pricey, so upgrading an exoskeleton and your shooter requires a massive investment of time and money, and in practice feels like levelling up your character (Gunslinger mod can be added to Anomaly to make things even better). The vast amount of weapons and items you can use enables a variety of builds, you can be a pervitin-fueled monolith maniac in an exoskeleton spraying everyone you see with full auto, but you can also sneak up on stalker camps in a tracksuit and kill your unsuspecting victims with a hatchet (yes melee becomes viable in Anomaly).
 

Dark Souls II

Liturgist
Shitposter
Joined
Jul 13, 2024
Messages
1,085
My favourite Stalker mod is Gunslinger, it completely overhauls gun mechanics, add a tons of new features, immersive animations for every action, extensive weapon upgrade systems, camera altered to be more dynamic and realistic, but the most important is guns just feel much better. You can also install Gunslinger + Misery as a bundle, then you'll also have the added survival simulation aspects and hardcore difficulty (survival mechanics in Anomaly are taken from Misery). I also love the graphic changes in Misery, locations look much more realistic and detailed without looking "prettier" (everything is even more depressive than in the original). To me it's the peak Stalker experience, only downside being of course that it's still CoP, not SoC.

Anomaly is a gigantic game and great if you're looking for pure sandbox experience. Pick a faction, larp as a bandit or a monolith soldier, and you have the entire zone from all the games to roam, with all the systems from the original games completely overhauled, expanded, and new systems added. There's finally a working A-Life systems as intended for SoC, the sheer amount of added stuff is incredible (around 200 weapons, each weapon in a few version, with different ammo types, unique upgrades and so on). But it's an immersive sim sandbox and not a game with linear progression like the original games, so a different kind of experience.

Also, if you have only played the vanilla games, it's probably better to start with something like Misery first to get a feel of the new systems in a more compact setting. Otherwise Anomaly might be overwhelming if you just jump into it, as everything is much more complex than in vanilla games. For example the healing system, instead of bandages and medkits you now have like 50 different health items (each with different animations and each item takes different amount of time to apply, imagine using an Estus Flask but a chug takes 30 seconds while everyone's shooting at you with AKs), each body part now has a separate health bar etc.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
16,527
Location
Eastern block
Baroque for the saturn/psx?
15794348-baroque-sega-saturn-oh-thats-why-its-so-dark-around-here-this-gu.png

The game has a full translation if you are interested.

Looks interesting

Baroque is set in a post-apocalyptic world where an experiment to understand the Absolute God caused devastating climate change, with surviving humans becoming physically twisted by manifestations of guilt. This experiment was led by a being called Archangel. The protagonist is guided by Archangel through the Neuro Tower to find the Absolute God and fix the world. All versions of the game feature dungeon-crawling through randomly-generated floors of the Neuro Tower, with deaths in the dungeon advancing the narrative.

:what:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom