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Archived from groups: rec.games.roguelike.adom (More info?)
Hi!
Just to follow up some of the questions / comments:
- Multiplayer won't happen in the foreseeable future. There are so
many issues with multiplayer roguelike gaming (as far as I am
concerned) that I don't want to waste tie right now on this issue. I
prefer to create a world that is as complex, dynamic and "real" as
possible ("real" as far as a living fantasy world is concerned ;-)
- Differences between monsters and players: Basically there are none.
An orc is an orc, whether controlled by the player or the game engine.
The range of actions taken by PCs and NPC will vary, especially at the
start, since it's quite a bit of work to teach monsters to do all the
interesting things. But this will happen over time and is something
that can be nicely evolved.
- Interesting side effect of NPCs being like PCs: All monsters will
have equipment so that you'll be going to find a lot more stuff than
in ADOM. E.g. orcs will wear something like studded leather, have a
medium shield and a spear or battle axe and other stuff in their
inventory - and those things aren't simply going to disappear when an
orc is killed.
- Shops: yes, towns will have a lot more shops with standard
equipment. Otherwise it would be pretty impossible to explore the huge
JADE worlds.
- Character development: This is my main area of interest. In the
optimal case you will be able to play a character for years (if you
want) and still be able to develop him further on. The main features
to allow for this:
* a modified open-ended gaming engine that no longer has _any_ level
caps (50 or whatever)
* skill development (again open-ended) based on levels _and_ usage
* multi-classing (so you can be a fighter/6, rogue/12, wizard/35 if
you want - and monsters can and will be such combinations, too ;-)
The new system will use a modified version of what ADOM uses for
combat - I have code-named it the d'Infinity engine for now. The basic
idea is that the game internally always rolls a modified d20 for
everything, but adds are added to the sides of the die (something only
a computer can do but IMHO is very elegant for an open-ended system).
Example:
- An average difficulty might be a value of 10 that you need to
achieve or surpass to be successful.
- If you have no bonusses at all the game will internally roll 1d20
and compare the result to 10.
- Now assume that your PC is somewhat skilled at what he is trying to
do - let's say he's got a bonus of +7. Internally the game now will
roll 1d(20+7)=1d27 for the check. And this is the nice thing: Even if
you are _very_ high-level and the game your PC has a +48 bonus, the
rolls still is 1d(20+48)=1d68 with some chance for failure. One might
think that the chance for failure is too high - but look at the heroes
in movies: hey also fail whenever it is appropriate for the director.
IMHO this keeps the game exciting. Mybe I'll twek the system a bit by
e.g. doubling the add after +20, trippling it after +40 and so on so
that the above-mentioned +48 bonus yields a 1d(20 + 1 * 20 + 2 * 20 +
3 * 8) for a total roll of 1d104 or so... we'll see.
A nice side effect of this is that difficulty values need not rise
unnessarily - the base values of say 5 (easy), 10 (average), 15
(challenging), 20 (difficult), 25 (very difficult), 30 (insanely hard)
and 40 (impossible) will suffice for quite some time. DV values also
will remain in a contained range, etc.
Just some thoughts - all this is constantly being revised ;-)
Merry Christmas,
Thomas Biskup
ADOM Maintainer
http://www.adom.de
Hi!
Just to follow up some of the questions / comments:
- Multiplayer won't happen in the foreseeable future. There are so
many issues with multiplayer roguelike gaming (as far as I am
concerned) that I don't want to waste tie right now on this issue. I
prefer to create a world that is as complex, dynamic and "real" as
possible ("real" as far as a living fantasy world is concerned ;-)
- Differences between monsters and players: Basically there are none.
An orc is an orc, whether controlled by the player or the game engine.
The range of actions taken by PCs and NPC will vary, especially at the
start, since it's quite a bit of work to teach monsters to do all the
interesting things. But this will happen over time and is something
that can be nicely evolved.
- Interesting side effect of NPCs being like PCs: All monsters will
have equipment so that you'll be going to find a lot more stuff than
in ADOM. E.g. orcs will wear something like studded leather, have a
medium shield and a spear or battle axe and other stuff in their
inventory - and those things aren't simply going to disappear when an
orc is killed.
- Shops: yes, towns will have a lot more shops with standard
equipment. Otherwise it would be pretty impossible to explore the huge
JADE worlds.
- Character development: This is my main area of interest. In the
optimal case you will be able to play a character for years (if you
want) and still be able to develop him further on. The main features
to allow for this:
* a modified open-ended gaming engine that no longer has _any_ level
caps (50 or whatever)
* skill development (again open-ended) based on levels _and_ usage
* multi-classing (so you can be a fighter/6, rogue/12, wizard/35 if
you want - and monsters can and will be such combinations, too ;-)
The new system will use a modified version of what ADOM uses for
combat - I have code-named it the d'Infinity engine for now. The basic
idea is that the game internally always rolls a modified d20 for
everything, but adds are added to the sides of the die (something only
a computer can do but IMHO is very elegant for an open-ended system).
Example:
- An average difficulty might be a value of 10 that you need to
achieve or surpass to be successful.
- If you have no bonusses at all the game will internally roll 1d20
and compare the result to 10.
- Now assume that your PC is somewhat skilled at what he is trying to
do - let's say he's got a bonus of +7. Internally the game now will
roll 1d(20+7)=1d27 for the check. And this is the nice thing: Even if
you are _very_ high-level and the game your PC has a +48 bonus, the
rolls still is 1d(20+48)=1d68 with some chance for failure. One might
think that the chance for failure is too high - but look at the heroes
in movies: hey also fail whenever it is appropriate for the director.
IMHO this keeps the game exciting. Mybe I'll twek the system a bit by
e.g. doubling the add after +20, trippling it after +40 and so on so
that the above-mentioned +48 bonus yields a 1d(20 + 1 * 20 + 2 * 20 +
3 * 8) for a total roll of 1d104 or so... we'll see.
A nice side effect of this is that difficulty values need not rise
unnessarily - the base values of say 5 (easy), 10 (average), 15
(challenging), 20 (difficult), 25 (very difficult), 30 (insanely hard)
and 40 (impossible) will suffice for quite some time. DV values also
will remain in a contained range, etc.
Just some thoughts - all this is constantly being revised ;-)
Merry Christmas,
Thomas Biskup
ADOM Maintainer
http://www.adom.de