Age of Rogues WIP: Day 3

posted in arka80's Journal
Published October 22, 2014
Advertisement
Focus of this session of work was to define the gameover condition and manage the death and reborn of the character. Mission accomplished, even if in a very rough state.

There are two ways for die: one needed, which doesn't end the game, and one to avoid, as it's the real, classic, game over: you lost.

The good way is when your current character dies. It can (and must) happens for a lot of reasons: at the moment the only one is the lack of food. There's a good reason for this, which I'll explain soon.
When you die the good way, you reborn in another area of the world map (currently in another village) and you can choose which class your character will play (see screenshot below)

aor4.png

The bad way to die has to do with the concept of the world being your real character: so when the world dies? In gameplay terms, it dies when humanity reaches extinction. Every roguelike/rpg has the concept of hitpoints: when they drop to 0 you die. Well, hitpoints in this case are the number of villages (human outposts) out there. At 0 humanity has to be considered extinguished. When this happens there's nothing more to do: game over.

About food

Food is not the micromanagement thing that affects many roguelikes. I was simply in need of a consumable resource to give both the feel of time passing and the possibility for the world to loose a village. So, if villages are the hitpoints of the world, the consumable resources are the hitpoints of villages. When they drop under a certain amount the current character's village dies (and character too)

and you are a step closer to the end.


Not only, consumable resources give me the opportunity to have to accumulate something, which is a very good (fun) game mechanic, imho. It gives a nerdy satisfaction to see that number growing biggrin.png .

Every epoch will have its consumable resource, it will not always be food: in a most advanced society this could be gold (money), or energy. A financial/economic crisis will be a real disaster in an evolute society.

Next screenshot shows these aspects: you have two indicators on the high status bar, with the consumable (food in stone age) and the villages.

aor5.png

Lastly, here is a screenshot of the tragic moment in which you are so close to your death for starvation (unfortunately for you, world generator puts no food on map at the moment, so...):

aor6.png

No fighting classes can become really useful if they give the opportunity to increase the consumable resources, and going in the wilderness (which must be really dangerous) with a poor harvester can be deadly fun ph34r.png .

Now that I have the game beating you, I can start working on how to survive in such hostile place.
2 likes 2 comments

Comments

Orymus3

Interesting. So food would accumulate in villages AND on your actual character separately?

I trust you would have meaningful means through which you can affect the amount of food a village has?

Also, since your unit is a measure of humanity, I'm surprised you did not go for a mere population count within villages, but I realize it would be more intuitive to find food in different circumstances, than to keep "saving random people from threats".

Keep dev up!

October 22, 2014 03:14 PM
arka80

Interesting. So food would accumulate in villages AND on your actual character separately?

It makes sense, but it's not the case. Every stat has to be considered global. I know it's a strong abstraction, because only current character has the chance to modify their values (well, not so true neither, since some obelisks will do also).

So when a village dies you reborn in another village and the food count raises to a minimum level (like at the start of the game: it's a gift, another chance for humanity!). If you die but your village not, you reborn somewhere else but the food level remains the same.

About keeping the population count: villages at the moment aren't detailed entities. They only serve as spawn points and as world's hitpoints, so there's no point in keeping their population count. You can't enter a village neither. There will be no things like shops, for example, since inventory of characters will be driven by obelisks (found the way to work stone? your club becomes a stone-pointed spear).

Keep follow these stories mate!

October 22, 2014 03:37 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement