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Archived from groups: rec.games.roguelike.development (More info?)
Sneakily, I'm starting a new thread here, because I know new threads
get read more often than old ones. Meanwhile in reality I'm expanding
on ("replying to") a note by Filip Dreger in Timothy Pruett's "failed
7DRL" thread.
> Now here is a good idea for a 7DRL. You are a aueen (queens move just
> like ordinary RL characters) moving through a giantic, strangely
> shaped board. All 'monsters' are chess pieces, with their ordinary
> movement and attack styles, the difference being - pieces do not take
> place of someone they killed. It would require a great AI, but would
> really be a great game. Probably the levels should not be random, as
> this may lead to traffic jams (bishop or pawn can not traverse a
> square wide corridor).
Funny, I've been thinking on and off about something like this for
quite a while now. Only thinking, though, because of the minor
complication that I couldn't program my way out of a paper bag.
Here's the conception I had:
* Player classes are based on the pieces in classical chess, plus
perhaps some of the extended pieces used in variants, such as the
superknight. During the game design phase, various abilities are
assigned a point cost. Classes have the movement abilities one would
expect for their class, and their remaining benefits are balanced out
based on the "points" left over (still talking about game design phase
here) after that. Players would also have a point system for buying
abilities. Some classes' benefit would be discounted purchasing of
abilities, or perhaps simply more purchase points to start with.
To keep things from getting any more complicated than this scheme would
already be, there would be but one race (the "Alicinians", of course).
Examples:
The pawn class would literally start out with no movement except a
1-square vertical, upward movement and 1-square upward vertical
attacks. But to make up for it, it would start with an unusually large
purchasing capacity (and probably good HP and melee -- pawns as
"grunts"). I.e. flexibility.
The queen class would have the typical queen movement options, but very
little flexibility to purchase anything else.
* Attacking does not necessarily include moving, similarly to Filip's
note.
* Considered both deterministic and non-deterministic combat;
non-deterministic would certainly be more thematic and elegant.
* Maps would generally be quite "open", to avoid the "stuck piece"
problem. Exceptions would be levels where the monster mix meant such
problems are avoidable, and thematic maps (e.g. "black" squares only
and lots of "black-square" bishops).
* Opportunities for puzzle maps abound, but Sokoban syndrome (player
feels compelled to do "optional" puzzle level even if he doesn't enjoy
it) is to be avoided.
* Monsters would be based on classical pieces at first, and moreover
only gradually start including the nastier classical pieces.
* Buyable abilities would include all the standard and many variant
chess moves and attacks (separately, plus a third category for attacks
that include movement upon victory), plus more roguelikish things like
spells, offensive/defensive boosters, etc.
* The usual scale of permanent and expendable items would be generated
and would normally provide quite roguelikish things like attack/defense
boosters and roguelikish abilities, but a few powerful ones (mostly
expendables at first) would provide movement options normally
restricted to the more powerful pieces.
* Staircases would be "pawn-friendly" at first, i.e. vertically aligned
up stairs for each set of down stairs, and would likewise start out
"bishop-friendly", but eventually these map generation restrictions
would be loosened, then disappear entirely (the player will be expected
to gain the needed movement capabilities, whether via spell, innate
ability, item power, or expendables).
* Ability points and purchases granted upon level ups. "Save and spend"
rather than "use it or lose it."
* Candidate for theme: You, a delegate of the defeated Aliceinians,
have come to the Land of the Red Queen to offer peace. You find you are
offered no welcome at all. Perhaps by the time you reach the Queen, you
can return the favor by altering the outcome of the war?
Erik
Sneakily, I'm starting a new thread here, because I know new threads
get read more often than old ones. Meanwhile in reality I'm expanding
on ("replying to") a note by Filip Dreger in Timothy Pruett's "failed
7DRL" thread.
> Now here is a good idea for a 7DRL. You are a aueen (queens move just
> like ordinary RL characters) moving through a giantic, strangely
> shaped board. All 'monsters' are chess pieces, with their ordinary
> movement and attack styles, the difference being - pieces do not take
> place of someone they killed. It would require a great AI, but would
> really be a great game. Probably the levels should not be random, as
> this may lead to traffic jams (bishop or pawn can not traverse a
> square wide corridor).
Funny, I've been thinking on and off about something like this for
quite a while now. Only thinking, though, because of the minor
complication that I couldn't program my way out of a paper bag.
Here's the conception I had:
* Player classes are based on the pieces in classical chess, plus
perhaps some of the extended pieces used in variants, such as the
superknight. During the game design phase, various abilities are
assigned a point cost. Classes have the movement abilities one would
expect for their class, and their remaining benefits are balanced out
based on the "points" left over (still talking about game design phase
here) after that. Players would also have a point system for buying
abilities. Some classes' benefit would be discounted purchasing of
abilities, or perhaps simply more purchase points to start with.
To keep things from getting any more complicated than this scheme would
already be, there would be but one race (the "Alicinians", of course).
Examples:
The pawn class would literally start out with no movement except a
1-square vertical, upward movement and 1-square upward vertical
attacks. But to make up for it, it would start with an unusually large
purchasing capacity (and probably good HP and melee -- pawns as
"grunts"). I.e. flexibility.
The queen class would have the typical queen movement options, but very
little flexibility to purchase anything else.
* Attacking does not necessarily include moving, similarly to Filip's
note.
* Considered both deterministic and non-deterministic combat;
non-deterministic would certainly be more thematic and elegant.
* Maps would generally be quite "open", to avoid the "stuck piece"
problem. Exceptions would be levels where the monster mix meant such
problems are avoidable, and thematic maps (e.g. "black" squares only
and lots of "black-square" bishops).
* Opportunities for puzzle maps abound, but Sokoban syndrome (player
feels compelled to do "optional" puzzle level even if he doesn't enjoy
it) is to be avoided.
* Monsters would be based on classical pieces at first, and moreover
only gradually start including the nastier classical pieces.
* Buyable abilities would include all the standard and many variant
chess moves and attacks (separately, plus a third category for attacks
that include movement upon victory), plus more roguelikish things like
spells, offensive/defensive boosters, etc.
* The usual scale of permanent and expendable items would be generated
and would normally provide quite roguelikish things like attack/defense
boosters and roguelikish abilities, but a few powerful ones (mostly
expendables at first) would provide movement options normally
restricted to the more powerful pieces.
* Staircases would be "pawn-friendly" at first, i.e. vertically aligned
up stairs for each set of down stairs, and would likewise start out
"bishop-friendly", but eventually these map generation restrictions
would be loosened, then disappear entirely (the player will be expected
to gain the needed movement capabilities, whether via spell, innate
ability, item power, or expendables).
* Ability points and purchases granted upon level ups. "Save and spend"
rather than "use it or lose it."
* Candidate for theme: You, a delegate of the defeated Aliceinians,
have come to the Land of the Red Queen to offer peace. You find you are
offered no welcome at all. Perhaps by the time you reach the Queen, you
can return the favor by altering the outcome of the war?
Erik