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Member Since 02 Dec 2012
Offline Last Active Apr 01 2013 08:18 AM

Topics I've Started

Translating high fantasy RPG/roguelike concepts into futuristic setting

04 February 2013 - 09:32 PM

I'm currently designing a roguelike that aims to capture the high fantasy gameplay concepts and present them in a very different setting.  This futuristic setting stars a world that is populated not by dragons and magic, but by machines and technology.  Some concepts I've already envisioned in this new setting are:

  • Mythical creatures such as dragons, giants, and other assorted monsters are now represented by a network of sentient, biomechanical entities
  • Different humanoid races like orcs and elves are "modern" humans with biomechanical or mutant characteristics
  • Magic is replaced with electromagnetic, nanotechnic, or chemical weapons and tools (possibly separating these disciplines?)
  • Undead creatures are machines or cyborgs controlled by a necromancer, or hacker
  • Potions are very similar, instead being injected rather than ingested
  • Dungeons are abandoned underground facilities (including actual prisons)
  • Melee weapons are relevant because armor technology has surpassed firearm technology
  • Arrow and bolt weapons are railguns/coilguns; ammo is large but able to penetrate armor, unlike conventional bullets


Things I've picked out but haven't been able to translate yet:

  • Treasure (chests)
  • Deities and worship (maybe just keep this?  but how would I explain the effects)
  • A relatively small population and medieval social structure


If any of you guys could come up with ideas, especially for those concepts outlined at the bottom, it would be really helpful.  Thanks!

Game Mods and Multiplayer

19 December 2012 - 03:42 PM

I'd like my game to support both multiplayer gameplay (in a client-server architecture) and content modifications. This presents a problem: what should happen if a player tries to connect to a server that loads different content? Anything in this game can be modified or added, including scripts and entities.

The easiest solution is simply to reject that player if his content doesn't match. This would be done by comparing checksums of all the client files with the server files, and, if they don't match, that player is not allowed to connect. There are many drawbacks to this system, because a player can easily get himself locked out of online play if he accidently modifies a file associated with a published mod or the vanilla game.

There's also the solution in which the files are compared to the server and then downloaded if they do not match (or if they do not exist at all). This is the more attractive of the two, at least in my case. What is the best way to manage this? Should each server create its own local mod on the client's machine?