The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
[Brainstorm On] Design a Shadowrun inspired roguelike
The thought hit me as I was playing Incursions (which is a roguelike based on D&D 3rd ed). I want a shadowrunesque roguelike. Maybe using the shadowrun rules directly. Something with guns and cybernetic implants and a VR computer interface. I was thinking about it and it can't just be an endless random dungeon like most roguelikes. I was imagining a central hub (your house) that can lead to different missions with random maps. Maybe the goal can be obtaining a certain lifestyle or something. Anyway, I can't program it but maybe I can inspire someone else to.
The DeliveratorSlingin PiesThe California BurbclavesRegistered Userregular
edited March 2008
This does sound like an awesome idea. Why must a roguelike allways be fantasy based? Hell, RPGs in general allways seem to be fantasy based, why? More cyberpunk please, chummers.
Y'know I've always read about roguelike games but I can't say that I've ever gotten into any of them. Are there any roguelike-lite games out there? The learning curve seems a little steep for me at the moment.
This does sound like an awesome idea. Why must a roguelike allways be fantasy based? Hell, RPGs in general allways seem to be fantasy based, why? More cyberpunk please, chummers.
Hmm... well they always seem to be fantasy or cyberpunk. Why not another one genre? I'd play the hell out of a game based on the wheelings and dealings of being a lawyer... oh wait. What are the under served genres?
This does sound like an awesome idea. Why must a roguelike allways be fantasy based? Hell, RPGs in general allways seem to be fantasy based, why? More cyberpunk please, chummers.
Hmm... well they always seem to be fantasy or cyberpunk. Why not another one genre? I'd play the hell out of a game based on the wheelings and dealings of being a lawyer... oh wait. What are the under served genres?
I'd say there are more hardcore sci-fi rpgs out there than there are cyberpunk ones, really. They're both entirely eclipsed by the sheer number of fantasy ones.
Y'know I've always read about roguelike games but I can't say that I've ever gotten into any of them. Are there any roguelike-lite games out there? The learning curve seems a little steep for me at the moment.
DoomRL is pretty basic and rather fun but won't really prepare you for the likes of Nethack.
This does sound like an awesome idea. Why must a roguelike allways be fantasy based? Hell, RPGs in general allways seem to be fantasy based, why? More cyberpunk please, chummers.
Phantasy Star says hi.
Edit - Well okay it isn't a roguelike, but I just wanted to say (subtly) that non-fantasy RPG's have already been done as great as they can be.
Well I have some crazy ideas and a poor knowledge of XNA. DOOMED PA GAME PROJECT HOOOO... I can get xna to display some tiles anyway. I don't know how to do AI or a random level maker though.
When I read the words "somebody make" I think "make it your damn self you lazy bastard." If you want to see one, do it yourself! Learn some code, design a game and make it. We'd all appreciate a good Rogue-like, especially one in the Shadowrun universe (and boy does it need a good game now).
Yeah, we all are, but some of us do it, eh? You're just too lazy to do it. Don't ask someone to make a game you wouldn't be willing to make yourself if you were given the chance.
I've tried before I really can't do it. My brain just can't solve programming problems. Furthermore I find coding unpleasant to do. It sucks having game ideas you can't do anything with.
Y'know I've always read about roguelike games but I can't say that I've ever gotten into any of them. Are there any roguelike-lite games out there? The learning curve seems a little steep for me at the moment.
The DeliveratorSlingin PiesThe California BurbclavesRegistered Userregular
edited March 2008
Powder, while good, is not exactly roguelike-lite, and not terribly forgiving. Shiren the Wanderer on the DS is a good tooth-cutter, I think. It's not overly complex like nethack is, but it teaches you the basic principles and strategies to a roguelike.
I've been thinking about using a slight variation of the 4th Ed Shadowrun ruleset as I understand them. Each skill level is a d6 and 5s and 6s are hits. How difficult the task is determines the number of hits required to determine success or failure. If you make a certain number of hits over the threshold you get a critical success.
For combat there would have to be initative zones that would determine which enemies are in a particular combat. Initiating combat would make a certain radius around the combatant which would force everyone inside into combat mode. All of these people have a radius around them that could possibly force more people into the fight and so on. Then you'd roll initative to see who goes when. When its the players turn they get a certain number of action points lets say (not many since its shadowrun) you can move a short distance, do a basic attack twice or one complex attack.
I'd like a graphical representation of the player's safehouse but really all thats needed is a Pocket Secretary. It could "look online" for jobs and call up suppliers to have equipment shipped to you. Once you pick a job then you get transported to it which randomly generates a map who's size is based on the difficulty level of the mission. As you do more missions you could get or lose rep which lets you take harder missions. An example level 1 mission would be to clear a sewer of devil rats or something. Once you've completed the mission you can dick around until you turn on your pocket secretary which puts you back in the central menu. Other mission objectives could also be stealing an item, killing someone specific, destroying a specific object or objects, or defending persons or places.
Later on you could add the Matrix but thats a whole different can of worms.
The Renraku Arcology with Deus gone mad is like System Shock 1 basically isn't it? Crazy robots and even mutated experiments if I recall my shadowrun history.
The Renraku Arcology with Deus gone mad is like System Shock 1 basically isn't it? Crazy robots and even mutated experiments if I recall my shadowrun history.
AKA: Prime Nethackish-type rogue-like. C'mon, you know you want it.
i've been thinking about making a roguelike for a while now, and a shadowrun (or just cyberpunk) one was definitely at the top of the list. now that i'm unemployed (i mean... self-employed) i may actually have time to work on it! then again, maybe i'll just spend that time playing games.
i was thinking static overworld with a mission system that generated random "dungeons" to explore (like said in previous posts). pretty straight forward implementation, and doing the matrix wouldn't be too tough - unless you wanted to deck-in while inside the dungeon. but even then it probably wouldn't be too hard to keep track of everything.
I was thinking that you could either do missions in the matrix which would put you in a randomly generated node. Or you could just deck out of your house or random place you break into and just dick around making money stealing data. I think an overworld is going to be too hard though. Maybe it could be like an overworld map with random encounters. Also there could be different districts in the city you need a minimum lifestyle standard to be able to enter. Like you start out in the slums and can't get to the downtown area with more lucrative mission locations until you're middle class lifestyle.
You could even have some kind of driving aspect of the game where a rigger to come into play. Maybe a whole vehicle based mission line like smuggling, blockade running, transporting people and goods and so on. Having riggers would also allow the use of drones.
Also maybe you could find clues in missions and on the matrix that lead to special missions in random buildings on the map. You can only get into the mission area unless you have the clue. But being able to raid/explore abandoned structures would be a nice touch as well. It would be nice if there were other ways to make money besides doing someone elses missions.
it wouldn't be able to have its traditional turn-based combat, nor flashy attack/spell animations.
It *would* be amusing for FF fans, in an inside joke kind of way.
(Select Merton as your spell ability from the menu)
(the miscellaneous colored letters and symbols standing around your brightly-colored "@" symbol disappear)
Your Merton hits the Giant Rat for 106 damage. The giant rat dissolves into a molten puddle of its own internal organs! Your Merton hits the Goblin Chieftain for 202 damage. The Goblin Chieftain bursts into flames, crying in agony! Your Merton hits the Lesser Demon for 196 damage. The Lesser Demon vanishes in a puff of quickly burning ash! Your Merton heals you for 209 damage, you flame-shield wielding bastard.
I'm reading the shadowrun 4 book. Apparently combat goes like this.
1. Roll Initiative (Reaction + Intution + hits on a test using the Reaction +Intuition number as the # of dice)
Highest goes first, some super speedy people can act in more than one Initative Pass
2. Declare actions, 1 free action + 2 simple action or 1 complex action
a. Free actions, can do one per phase any time after your action phase Ex: Run, Talk, Go Prone
b. Simple Actions can do 2 per phase on your phase Ex: Reload Clip, Single Shot, Stand Up, Ready Gun, Throw
c. Complex actions can do 1 per phase instead of simple actions on your phase Ex: Full Auto, Melee, Skill
When you're trying to shoot someone you roll a number of dice based on your attributes and/or skills:
Attacker rolls: Agility + Firearm Skill +/- Modifiers
Defender rolls: Reaction +/- Modifiers
Defender can go into Full Defense as a Complex action which means they roll: Reaction + Dodge skill +/-Mods
If the attacker gets more net hits then they succesfully have shot someone
Guns have a base DV (Damage Value) that indicates the number of damage boxes they do
Each net success on the opposed shooting roll increases the DV by one
Then the defender rolls Body + Armor Value (the attack can reduce armor value if it has Armor Piercing)
Each success reduces the DV by 1 and if it gets to 0 or lower no damage is taken
Note: If the DV of the shot is less than the Armor value after penetration the attack does Stun instead of Physical Damage
There's a bunch of modifications on number of dice rolled based on the conditions and attackers but thats the basics
Shadowrun is complimicated and this is STREAMLINED 4th edition, 3rd had varying thresholds on the rolls
Having a computer handle all of this would take a lot of the headache out though
vhzod on
0
Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
I'm reading the shadowrun 4 book. Apparently combat goes like this.
1. Roll Initiative (Reaction + Intution + hits on a test using the Reaction +Intuition number as the # of dice)
Highest goes first, some super speedy people can act in more than one Initative Pass
2. Declare actions, 1 free action + 2 simple action or 1 complex action
a. Free actions, can do one per phase any time after your action phase Ex: Run, Talk, Go Prone
b. Simple Actions can do 2 per phase on your phase Ex: Reload Clip, Single Shot, Stand Up, Ready Gun, Throw
c. Complex actions can do 1 per phase instead of simple actions on your phase Ex: Full Auto, Melee, Skill
When you're trying to shoot someone you roll a number of dice based on your attributes and/or skills:
Attacker rolls: Agility + Firearm Skill +/- Modifiers
Defender rolls: Reaction +/- Modifiers
Defender can go into Full Defense as a Complex action which means they roll: Reaction + Dodge skill +/-Mods
If the attacker gets more net hits then they succesfully have shot someone
Guns have a base DV (Damage Value) that indicates the number of damage boxes they do
Each net success on the opposed shooting roll increases the DV by one
Then the defender rolls Body + Armor Value (the attack can reduce armor value if it has Armor Piercing)
Each success reduces the DV by 1 and if it gets to 0 or lower no damage is taken
Note: If the DV of the shot is less than the Armor value after penetration the attack does Stun instead of Physical Damage
There's a bunch of modifications on number of dice rolled based on the conditions and attackers but thats the basics
Shadowrun is complimicated and this is STREAMLINED 4th edition, 3rd had varying thresholds on the rolls
Yuck. I guess it'd be nice to have that all pre-made into a game engine though... hell, we could start by making a rules layer for the game, and then plug it into the rougelike game AND a GUI utility that players could use to avoid having to calculate all this crap.
Once you have that pill down its not as bad. Everything is handled by either opposed, unopposed, or extended unopposed tests. You just have to know what stats to plug in. Like for melee its
Attacker rolls: Agility + Unarmed Skill +/- Mods
Defender rolls: Reaction + Dodge (dodge) or Unarmed Skill (block) or Weapon Skill (parry)
and the DV is determined by Strength + a bit from the weapon (ex Club DV: STR/2 +1)
and you look at the Impact armor value instead of ballistic
I think you resist stun damage with willpower instead of body maybe
The matrix is handled the same except that the cyberdeck attributes replace your attributes and you have programs instead of skills
and as for magic you don't have spell slots or mana you take resistable stun damage (drain) when you cast a spell/summon a spirit which can become physical damage if you take too much of it
edit actually matrix combat is done by Cybercombat skill (or program rating for a program) + attack program rating and the DV is based on the attack program's rating
defender rolls Response + Stealth (or Firewall if its a program) which I assume are computer hardware/cyberdeck attributes
then damage resistance is done with System + Armor program rating
Posts
________________
Hmm... well they always seem to be fantasy or cyberpunk. Why not another one genre? I'd play the hell out of a game based on the wheelings and dealings of being a lawyer... oh wait. What are the under served genres?
________________
I'd say there are more hardcore sci-fi rpgs out there than there are cyberpunk ones, really. They're both entirely eclipsed by the sheer number of fantasy ones.
DoomRL is pretty basic and rather fun but won't really prepare you for the likes of Nethack.
Where Madness and the Fantasical Come to Play
I didn't get the memo
3ds friend code: 2981-6032-4118
Phantasy Star says hi.
Edit - Well okay it isn't a roguelike, but I just wanted to say (subtly) that non-fantasy RPG's have already been done as great as they can be.
Renraku. Arcology.
There, you've got a setting for a Roguelike.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Powder. Has a PC, GBA, DS, and PSP versions.
Now I just need someone to teach me to play Dwarf Fortress.
________________
Oh cool, thanks, man. I'll definitely take a look at that. I've been spoiled by years of console gaming but I can't wait to try the game out.
________________
All my dicks
As for how to do it, there is an angband variant called T.O.M.E. that has the following features:
Might not be too hard to have a city map as the overworld and have various arcologies/research parks/military bases as dungeons.
Probably the trickiest part would be cyberspace since you should ideally have another set of stats in there.
Maybe start with http://modules.t-o-m-e.net/
Overall I think a more combat driven roguelike might work better than something more surreal like nethack.
(Please do not gift. My game bank is already full.)
For combat there would have to be initative zones that would determine which enemies are in a particular combat. Initiating combat would make a certain radius around the combatant which would force everyone inside into combat mode. All of these people have a radius around them that could possibly force more people into the fight and so on. Then you'd roll initative to see who goes when. When its the players turn they get a certain number of action points lets say (not many since its shadowrun) you can move a short distance, do a basic attack twice or one complex attack.
I'd like a graphical representation of the player's safehouse but really all thats needed is a Pocket Secretary. It could "look online" for jobs and call up suppliers to have equipment shipped to you. Once you pick a job then you get transported to it which randomly generates a map who's size is based on the difficulty level of the mission. As you do more missions you could get or lose rep which lets you take harder missions. An example level 1 mission would be to clear a sewer of devil rats or something. Once you've completed the mission you can dick around until you turn on your pocket secretary which puts you back in the central menu. Other mission objectives could also be stealing an item, killing someone specific, destroying a specific object or objects, or defending persons or places.
Later on you could add the Matrix but thats a whole different can of worms.
Throw in Deus making a mess of it and we have a winner.
AKA: Prime Nethackish-type rogue-like. C'mon, you know you want it.
You could also continue to complain about stuff.
How come there's no Gummi Bears FPS???
i was thinking static overworld with a mission system that generated random "dungeons" to explore (like said in previous posts). pretty straight forward implementation, and doing the matrix wouldn't be too tough - unless you wanted to deck-in while inside the dungeon. but even then it probably wouldn't be too hard to keep track of everything.
You could even have some kind of driving aspect of the game where a rigger to come into play. Maybe a whole vehicle based mission line like smuggling, blockade running, transporting people and goods and so on. Having riggers would also allow the use of drones.
Also maybe you could find clues in missions and on the matrix that lead to special missions in random buildings on the map. You can only get into the mission area unless you have the clue. But being able to raid/explore abandoned structures would be a nice touch as well. It would be nice if there were other ways to make money besides doing someone elses missions.
It *would* be amusing for FF fans, in an inside joke kind of way.
(Select Merton as your spell ability from the menu)
(the miscellaneous colored letters and symbols standing around your brightly-colored "@" symbol disappear)
Your Merton hits the Giant Rat for 106 damage. The giant rat dissolves into a molten puddle of its own internal organs! Your Merton hits the Goblin Chieftain for 202 damage. The Goblin Chieftain bursts into flames, crying in agony! Your Merton hits the Lesser Demon for 196 damage. The Lesser Demon vanishes in a puff of quickly burning ash! Your Merton heals you for 209 damage, you flame-shield wielding bastard.
1. Roll Initiative (Reaction + Intution + hits on a test using the Reaction +Intuition number as the # of dice)
Highest goes first, some super speedy people can act in more than one Initative Pass
2. Declare actions, 1 free action + 2 simple action or 1 complex action
a. Free actions, can do one per phase any time after your action phase Ex: Run, Talk, Go Prone
b. Simple Actions can do 2 per phase on your phase Ex: Reload Clip, Single Shot, Stand Up, Ready Gun, Throw
c. Complex actions can do 1 per phase instead of simple actions on your phase Ex: Full Auto, Melee, Skill
When you're trying to shoot someone you roll a number of dice based on your attributes and/or skills:
Attacker rolls: Agility + Firearm Skill +/- Modifiers
Defender rolls: Reaction +/- Modifiers
Defender can go into Full Defense as a Complex action which means they roll: Reaction + Dodge skill +/-Mods
If the attacker gets more net hits then they succesfully have shot someone
Guns have a base DV (Damage Value) that indicates the number of damage boxes they do
Each net success on the opposed shooting roll increases the DV by one
Then the defender rolls Body + Armor Value (the attack can reduce armor value if it has Armor Piercing)
Each success reduces the DV by 1 and if it gets to 0 or lower no damage is taken
Note: If the DV of the shot is less than the Armor value after penetration the attack does Stun instead of Physical Damage
There's a bunch of modifications on number of dice rolled based on the conditions and attackers but thats the basics
Shadowrun is complimicated and this is STREAMLINED 4th edition, 3rd had varying thresholds on the rolls
Having a computer handle all of this would take a lot of the headache out though
That, and now I have a mental image I can use when describing matrixy action in my sessions.
Yuck. I guess it'd be nice to have that all pre-made into a game engine though... hell, we could start by making a rules layer for the game, and then plug it into the rougelike game AND a GUI utility that players could use to avoid having to calculate all this crap.
Attacker rolls: Agility + Unarmed Skill +/- Mods
Defender rolls: Reaction + Dodge (dodge) or Unarmed Skill (block) or Weapon Skill (parry)
and the DV is determined by Strength + a bit from the weapon (ex Club DV: STR/2 +1)
and you look at the Impact armor value instead of ballistic
I think you resist stun damage with willpower instead of body maybe
The matrix is handled the same except that the cyberdeck attributes replace your attributes and you have programs instead of skills
and as for magic you don't have spell slots or mana you take resistable stun damage (drain) when you cast a spell/summon a spirit which can become physical damage if you take too much of it
edit actually matrix combat is done by Cybercombat skill (or program rating for a program) + attack program rating and the DV is based on the attack program's rating
defender rolls Response + Stealth (or Firewall if its a program) which I assume are computer hardware/cyberdeck attributes
then damage resistance is done with System + Armor program rating