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Archived from groups: rec.games.roguelike.development (More info?)
I've been playing N lately
(http://www.harveycartel.org/metanet/downloads.html), which is a great
time killer at work, and an excellent freeware platformer. Despite the
fact that the game is absolutely massive (~500 levels), it also has a
built-in map editor, and an easy way of obtaining user made maps. The
game hasn't been out for that long, and already a huge number of
incredibly creative and diverse maps have flooded the user made map archive.
Observing this phenomenon, so prevalent in other games such as Starcraft
and Doom, I think it's apparent that A) user made maps greatly extend
the lifetime of a game, and B) map makers will always find ways to
create maps that push the limits of the system above and beyond.
This same approach could potentially be used in a roguelike, with
interesting possibilities. If the developer creates a somewhat simple
to use map maker, makes it easy for users to load and play new maps, and
creates (or encourages someone else to create) a central repository for
user made maps, I think even a mediocre RL could find itself with a much
larger user base, and a greatly extended replay value.
Possibilities that I can forsee for RL maps:
1) Story driven maps. The mapper creates a small-to-large collection of
levels, with the purpose of telling a story. Obviously, strongly
plot-based, and probably won't push the limits of the system a great deal.
2) TC maps. Total Conversion maps, which hit it big with Doom, turn the
game into a whole new game (sort of). Whether the mapper wants to
create a Pacman level, recreate Hogwarts, or painstakingly recreate the
original Doom levels, it's all fun, very impressive, and massively popular.
3) Puzzle maps. Maps that put the player in a certain situation, with a
particular puzzle to be solved to beat the level. Whether it's
something bland and obvious ("oh, use the water wand to rust the iron
golem that's blocking the exit"), or more creative mind-bending puzzles,
these should be really easy to make with even the most basic mapping
utility, since the RL genre is so well suited to this type of gameplay
already. These could also be the RL equivalent of chess puzzles, where
you must "find the solution" within X turns, given a predefined setup.
4) Genre-bending maps. Maps that attempt to simulate another genre.
Given the (usually) turn-based nature of roguelikes, there are obvious
limitations to this one. However, strategy game maps are possible, as
are more traditional RPG style ones.
5) Oddball miscellaneous maps. The usual odd assortment of maps that
creative players come up with. Everything from defense maps (defend
self or target from increasing hordes), tower defense maps (prevent
non-attacking enemies from escaping past you and reaching their
destination), madness maps (uh, kill *lots* of stuff), and whatever
wierd things mappers can come up with.
Now, obviously, not every RL should have a map editor. However, it'd be
rather nice to see a few such RLs get released. Obviuos prerequisites
for any RL to pull this off: A) an at least somewhat capable scripting
system, B) the ability to edit monster names/stats/abilities/etc through
the map file, and C) the ability to load and play maps through an ingame
interface, that does not cause permanent changes to the game's main
files (i.e. changing "goblins" to "gobbledy-beloved patriot" in a map should not
cause the change to be permanent in the actual game.).
Keep in mind, I'm talking about actual map editing, *not* mod making or
RL engines or anything else. Creating a game with an engine is a far
different experience from throwing together a Dig Dug map.
But, yeah, just my $.02.
I've been playing N lately
(http://www.harveycartel.org/metanet/downloads.html), which is a great
time killer at work, and an excellent freeware platformer. Despite the
fact that the game is absolutely massive (~500 levels), it also has a
built-in map editor, and an easy way of obtaining user made maps. The
game hasn't been out for that long, and already a huge number of
incredibly creative and diverse maps have flooded the user made map archive.
Observing this phenomenon, so prevalent in other games such as Starcraft
and Doom, I think it's apparent that A) user made maps greatly extend
the lifetime of a game, and B) map makers will always find ways to
create maps that push the limits of the system above and beyond.
This same approach could potentially be used in a roguelike, with
interesting possibilities. If the developer creates a somewhat simple
to use map maker, makes it easy for users to load and play new maps, and
creates (or encourages someone else to create) a central repository for
user made maps, I think even a mediocre RL could find itself with a much
larger user base, and a greatly extended replay value.
Possibilities that I can forsee for RL maps:
1) Story driven maps. The mapper creates a small-to-large collection of
levels, with the purpose of telling a story. Obviously, strongly
plot-based, and probably won't push the limits of the system a great deal.
2) TC maps. Total Conversion maps, which hit it big with Doom, turn the
game into a whole new game (sort of). Whether the mapper wants to
create a Pacman level, recreate Hogwarts, or painstakingly recreate the
original Doom levels, it's all fun, very impressive, and massively popular.
3) Puzzle maps. Maps that put the player in a certain situation, with a
particular puzzle to be solved to beat the level. Whether it's
something bland and obvious ("oh, use the water wand to rust the iron
golem that's blocking the exit"), or more creative mind-bending puzzles,
these should be really easy to make with even the most basic mapping
utility, since the RL genre is so well suited to this type of gameplay
already. These could also be the RL equivalent of chess puzzles, where
you must "find the solution" within X turns, given a predefined setup.
4) Genre-bending maps. Maps that attempt to simulate another genre.
Given the (usually) turn-based nature of roguelikes, there are obvious
limitations to this one. However, strategy game maps are possible, as
are more traditional RPG style ones.
5) Oddball miscellaneous maps. The usual odd assortment of maps that
creative players come up with. Everything from defense maps (defend
self or target from increasing hordes), tower defense maps (prevent
non-attacking enemies from escaping past you and reaching their
destination), madness maps (uh, kill *lots* of stuff), and whatever
wierd things mappers can come up with.
Now, obviously, not every RL should have a map editor. However, it'd be
rather nice to see a few such RLs get released. Obviuos prerequisites
for any RL to pull this off: A) an at least somewhat capable scripting
system, B) the ability to edit monster names/stats/abilities/etc through
the map file, and C) the ability to load and play maps through an ingame
interface, that does not cause permanent changes to the game's main
files (i.e. changing "goblins" to "gobbledy-beloved patriot" in a map should not
cause the change to be permanent in the actual game.).
Keep in mind, I'm talking about actual map editing, *not* mod making or
RL engines or anything else. Creating a game with an engine is a far
different experience from throwing together a Dig Dug map.
But, yeah, just my $.02.