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Archived from groups: rec.games.roguelike.development (More info?)
Has anyone here ever played Yoda Stories?
I don't remember whether the action was turned based or not, but it is on
the fringe of what might be classified as a roguelike. It's a well-made
game and I might recommend looking into it.
Anyway, Yoda Stories is different from other roguelikes that I am aware of
in that you can play a series of adventures with the same character. When
you start the game it asks you how long you want to play for and it
generates an appropriately sized map of an appropriate difficultly and lets
the player loose on it. This cool because if you have a 30 minute lunch
break you can generate a map that will ramp up to an exciting part in that
amount of time.
I was thinking about using this same dynamic for my game. Optionally I
could even let the player choose what kind of adventure they would like to
have {dungeon hack, wilderness, city, big battle, ect}. This could (but
doesn't have to) line up with doing particular quests. Everything about the
character would carry over from game to game.
Lots of people level scum in games like Angband that don't persist the
dungeon. Why not let people play exactly the type/size levels they feel
like? Sure beats hacking one's way through Sokoban for the 232th time.
Of course, it's not an either or situation. Anyone who likes to play one
long campaign can always just opt to generate a complete dungeon from the
beginning.
--
Blog:
Shedletsky's Bits: A Random Walk Through Manifold Space
http://www.stanford.edu/~jjshed/blog
Has anyone here ever played Yoda Stories?
I don't remember whether the action was turned based or not, but it is on
the fringe of what might be classified as a roguelike. It's a well-made
game and I might recommend looking into it.
Anyway, Yoda Stories is different from other roguelikes that I am aware of
in that you can play a series of adventures with the same character. When
you start the game it asks you how long you want to play for and it
generates an appropriately sized map of an appropriate difficultly and lets
the player loose on it. This cool because if you have a 30 minute lunch
break you can generate a map that will ramp up to an exciting part in that
amount of time.
I was thinking about using this same dynamic for my game. Optionally I
could even let the player choose what kind of adventure they would like to
have {dungeon hack, wilderness, city, big battle, ect}. This could (but
doesn't have to) line up with doing particular quests. Everything about the
character would carry over from game to game.
Lots of people level scum in games like Angband that don't persist the
dungeon. Why not let people play exactly the type/size levels they feel
like? Sure beats hacking one's way through Sokoban for the 232th time.
Of course, it's not an either or situation. Anyone who likes to play one
long campaign can always just opt to generate a complete dungeon from the
beginning.
--
Blog:
Shedletsky's Bits: A Random Walk Through Manifold Space
http://www.stanford.edu/~jjshed/blog