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Gunthera

Member Since 14 Mar 2012
Offline Last Active Jan 05 2014 01:32 PM

Posts I've Made

In Topic: "Rougelike" Platformer

24 March 2012 - 11:44 AM

I should be coming out with a more updated version soon(next few days), keep in mind Archer Alec has only about 2 Days worth of work in it currently.
Thanks for all the feed back everyone!

In Topic: "Rougelike" Platformer

17 March 2012 - 11:26 PM


My vote goes to Boar-Murder Simulator Posted Image

Seriously though -- it seems like you have some of the hallmarks of many rogue-likes: some amount of persistence, advancement, random generation. What you seem to be missing from the rogue-like formula is varying classes, (usually) in-depth stats, item management. Many rogue-likes are more about strategy than skills, which is hard to pull off in a platformer.

The closest thing to a rogue-like platformer that I can imagine would resemble a vast, procedurally-generated Castlevania, but with more item management, stats, and character classes with different traits.


I don't think those traits are necessary. Spelunky is considered a Rougelike platformer, but it doesn't have classes or stats.

Actually Spelunky might be a good idea to look at.


Will do thanks for input

In Topic: "Rougelike" Platformer

16 March 2012 - 04:05 AM

My vote goes to Boar-Murder Simulator Posted Image

Seriously though -- it seems like you have some of the hallmarks of many rogue-likes: some amount of persistence, advancement, random generation. What you seem to be missing from the rogue-like formula is varying classes, (usually) in-depth stats, item management. Many rogue-likes are more about strategy than skills, which is hard to pull off in a platformer.

The closest thing to a rogue-like platformer that I can imagine would resemble a vast, procedurally-generated Castlevania, but with more item management, stats, and character classes with different traits.


Ha, Yeah there will definitely be more monsters in the game don't worry about that! Posted Image
I have a "item system" that i'm implementing currently. Here is an overview of it , the player has 3 inventory slots
in those slots the player can hold special arrows, (fire arrows, ice, water, earth,..etc) And when you kill a boss you will get a random special arrow.
So if you have those 3 slots already filled with say.. Fire, Ice, and Water, you will have to toss one of them out to get this new arrow.
Hopefully that will add not necessarily more depth; but more strategy.
Thanks for the feed back!

In Topic: "Rougelike" Platformer

15 March 2012 - 01:01 PM

Not even slightly a roguelike.

What would you call it then? I'm not sure what to categorize it as.

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