jsj795

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About jsj795

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  1. Roguelike game with static map

      Thanks! I'll look into it.     The story is actually quite different. I'm going for something like Sword Art Online, where there is a machine capable of full dive virtual game system. The logic behind the permadeath fits perfectly, since my game world states that if you die in the virtual world, the data contained in that world is corrupted and disappears. Therefore, you need to restart from the scratch.
  2. Roguelike game with static map

      I really really like this idea. SInce I do plan on implementing weather in the game, this will work flawlessly!     I actually plan on having a large set of skills open, but even at max level, you can only learn maybe 10% of all available skills. This way, players can choose to try out different combination of skills for later playthroughs.     Good idea. I think mixing both top down and bottom up will work for my case. I want specific buildings and NPCs but at the same time, have them at a specified location. Everything else, I think I can place randomly.   Thanks everyone for major helps!
  3. Introducing Players to a Cast of Characters

    I think no matter what, with large cast of characters, you will always need a large time investment to learn all the characters. I also think locking characters can make the game frustrating for some people, where they maybe saw a youtube video of someone playing a character and want to try it out for themselves, but they can't because it's locked.   Another thing League of Legends did to help with making sure people learn the game is the leveling system. Players are not allowed to play ranked games until they hit level 30.   In order to really teach the players how to play the game, the best way to do so is a well crafted tutorial. And for learning all the different cast of characters, I think Heroes of the Storm did this well, where they can "try" out a champion and brings you to a small map and you can use all the skills, freely level up on command, etc.
  4. Roguelike game with static map

    I should mention, the main reason I want the map to be static is because I want some sort of storyline/environment in the game, where there are different cities fighting each other and the player has the freedom to choose which cities they want to help and which cities they want to destroy, and quests will adjust according to the choices that the player has made.   My fear is that having randomly generated cities might look bad, and will break immersion.     That is a good point. I'll consider making all the cities static, while the areas connecting the cities random. I haven't thought about mixing the static and random parts.
  5. Hi everyone!   I'm designing a roguelike game with replayability in mind. With that said, I was thinking, instead of randomly generated maps, can I make a one huge static map, e.g. Skyrim?   The main driving force of the replayability instead would be procedurally generated quests that are random in nature, and the position of the monster spawns. There will also be an end game, where if you manage to finish the game without death, there is a game+ mode where you get to keep all your experience, skills, and items and try again but with harder enemies.   Also, there will be multiple starting characters, who will all start in different parts of the map with different starting stats.   Are the random quests, game+ mode, and different starting characters enough for replayability value or are the randomly generated maps something that can't be replaced for roguelike?   Thanks in advance for any replies!
  6. Ahh okay, I'm thinking of something like Spelunky then. Is that correct?
  7. How about showing the things that this monster has destroyed? Other humans, who, the player's character knew before, just massacred, torn apart, and scattered around, might help the horrifying setting, especially if the dead ones were stronger than the player.     Things such as only showing only limited view of the monster might help. You see a massive claw reaching out from the corner of the room for you but you can't see the whole monster? That would be scary if done right. You hear the monster walking around, stops, starts sniffing the air, and then you hear the monster suddenly start running towards you. You're at a dead end and you hear someone or something cry right next door and you have nowhere to run except towards the screaming.   That's all I can think of for now.
  8. Would this be pseudo-turn based like traditional rogue-like?   Overall, it sounds fun but I've never seen a platformer rogue so I'm not sure how well it will work out. How will the battle work out as a platformer?
  9. Side-story episodic content

    The game "Walking Dead" comes into my mind. If you can make each episode self-contained with different main characters (a protagonist) and market your game as a story-based game, I don't see much problem from it. A game doesn't have to have only 1 main character.
  10. I'm assuming that there is a main goal: Reach X amount of money within Y time. Once a player achieves this goal, what are some of the incentives for them to try other ways to achieve this goal instead of playing it the same way every time because that way is the guaranteed win. Is there some end-game contents that the player can do? Are there missions? Or is it very open (players get to do whatever they want at any given time)?
  11. How about scattered global objectives, doesn't have to be a neutral mob, it can be a mini flag that you have to bring it to certain risky spots, or a zone you capture after standing there for x seconds, but you're revealed while standing on it. 15~20 seconds seems reasonable.   Another idea is vision-control based income. You start off with X number of invisible wards that are permanent, and everyone has a skill to reveal the ward, but it has a fairly long cooldown. Revealing the ward and destroying it gives your team gold. So do you place the ward at their part of the map, allowing you to see what they're doing but risk losing it and giving them gold? Do you place the ward on your side of the map, more defensive but you wouldn't know where their team is as much.   That's all I can think of right now. Hope it helped
  12. Giving Enemy mechanical meaning

    Diablo 2, during the end game-phase, gave an incentive to go back to a specific dungeon to farm because of the resistance to certain element, but made sure that all the dungeons gave similar item drops (in your case, it can be xp and currency).   I would say as long as the difficulty/reward difference is negligible, people would farm in their own preferred dungeon for that class.   I personally don't like this sort of mechanics, and it's a main reason why I shy away from most MMORPGs that require a list of X items for Y rewards. It forces me to do something that I don't enjoy so I can do something that I want to. Instead, if you can make them want to go back, not just for the reward, but for the enjoyment of playing in that dungeon and then give them a reward on top of that, it's a good system.
  13. Multiple starts for RPG

      Yes, I know there are a lot of games that do this. What I was thinking though, is that instead of making one playthrough 30 hours long, break each playthrough into ~10 hours long and have actual multiple different storylines. I feel like this would reinforce the replayability and combined with multiple classes and customizable skillsets and good endgame contents (such as pvp/coop multiplayer) would make the game feel like it has a lot of contents to offer even though the playthrough would be pretty short.     I've already watched it :) I've managed to watch about half of all their episodes, and working my way to finish all of them. They make really great videos.
  14. Multiple starts for RPG

    Thanks for all the replies.     I think this is the main path that I'm going for. For example, I'm thinking of a story where you and your older brother are attacked by "assassins" and you have a choice to: 1. stand and fight with your brother and risk both dying (in actual gameplay you both will end up getting captured and separated and sold as slaves at city A) 2. run away to safety while your brother is trying to buy time and ultimately dies (in which case you start your game close to your home) 3. you persuade your brother to run away too, so you and your brother to run in separate directions, and the assassins split up, and you luckily get helped by passerby travelers who are able to defeat the assassins because they split up (here you follow the travelers and start your game at city B)   The choice affects your character's personality which will change up the dialogues and some of the storyline later in the game to match with the personality. The thing is, the player would not have known these outcomes, at least not on their first playthrough.   Are there any good examples out there that does similar thing? I can only think of the games where the choices are more obvious: I choose to start in this city, with this personality (race/class), with this stats.     I really like this system, and I will definitely look more into it. Thanks for the info!
  15. What do you guys think of different starting points for a single-player RPG? The different starting points will be based on the decisions you've made within the first 5~10 minutes of the game.   I would say very similar to how pokemon lets you choose your starting pokemon and that decision is basically irreversible since you can't get the other two starting pokemons (unless you decide to trade or use cheats). However for my case it would affect your storyline a lot more since your starting country will be completely different. Also, the players who are playing the game for the first time won't know the consequences of the decisions they're making. I think the closest example of this would be "The Walking Dead", where each decision you make affect your storyline later on.   My questions are: 1. How early is too early for your decisions to actually affect your storyline? 2. Would this make you as a player frustrated that the consequences of your decisions aren't so apparent? 3. Would this make you want to replay the game to see the alternate storyline you could've taken? (especially if each playthrough is only about 10~15 hours)   If any part of this post is unclear, I will try to explain it better. English is not my first language so bear with me.