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[Dream On] An X-com Roguelike

VelmeranVelmeran Registered User regular
edited June 2008 in Games and Technology
This idea has been floating around in my head after YASD in Crawl (best roguelike I've played, ever!). I literally had to make this thread before I was killed by vorgons, because the only thing better than this I could come up with is probably the answer to the meaning of life and everything else.

Essentially, take the X-com universe, pair it up with Laser Squad Nemesis turn based play, let you customize your initial squad of 4 or so soldiers with weapons (keep the equipment setup just like the original), and send them into the largest alien base/city ever discovered, to retrieve the galactic hive mind.

You could meet captured humans to recruit to your side, grab weapons and equipment to kit out your expanding squad as you move along, and generally cause havok among the aliens.

Laser Squad Nemesis (the multiplayer x-com game created by the x-com people) has the kind of combat engine that could really make this work too since its not confined to a single character per turn, but would let you control each person almost exactly how you want them, assigning targets, area's to watch/cover, movement of varios types. At the same time it would still allow for YASD's because you don't control everything, you just try to get your people into good positions and out think the enemy. Plus destructable terrain is always A++.

It's a roguelike because of perma death, x-com has a great setting for this since perma death was such a huge part of why the game was great. Only now imagine that as you keep playing through, those soldiers of yours that get stunned/knocked out could be rescued in later attempts (kind of like how Ghost of your previous characters tend to fuck up your new characters in Crawl). Plus you can have all the leveling up you want for your characters with weapon proficency's, classes, stat points, you name it.

Any way, if anyone made this game, I basically would never see the light of day again.

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Posts

  • FremFrem Registered User regular
    edited June 2008
    This sounds almost as great as the ultimate zombie survivor roguelike nobody will ever make.

    The genres do seem to complement each other well. That's a pretty good idea, actually.

    Frem on
  • GarthorGarthor Registered User regular
    edited June 2008
    I get the feeling that this thread isn't really going to go anywhere. But, hey, along the lines of really silly ideas for roguelikes, I was thinking of a mech Roguelike. Well, one already exists, but that's only really roguelike in presentation, and the dungeon aspects don't even really feature giant robots at all.

    My idea was basically: you have to find your way to the bottom of a dungeon inexplicably filled with giant robots (that want to shoot you) in your giant robot, in order to find the Fusion Core of Yendor or something. On your way down you have to cope with getting parts destroyed and salvaging new parts from enemies you kill. You have a tradeoff between heavy weapons to make with the killing better, or light weapons to make with the salvaging better (something of a self-fulfilling prophecy, perhaps).

    At the bottom, you find said artifact... and promptly jam it into your robot. At this point, the game takes a turn for the Monty Haul: you've now got an infinitely powerful reactor, so what do you do? Cram every single piece of working equipment you find onto your mech. Fifty arms, twenty legs, and a hundred guns? Oh yes. Your monstrosity then has to claw its way out of the dungeon among - of course - larger and larger hordes of giant robots... who you tear limb from limb to add to your shambling abomination.

    Garthor on
  • FremFrem Registered User regular
    edited June 2008
    Would your robot start taking up more space physically? Like, 2x2 as you pack more parts on? Roguelike Katamari Demechtri.

    Frem on
  • RaslinRaslin Registered User regular
    edited June 2008
    You should make this game. All you need to do is learn a coding language, it isn't that hard. That's the nice thing about roguelikes.

    Seriously though, everyone and their mother has game idea's. If everyone would just put some actual damn effort into it, we would have a utopia of awesome games.

    (Though I have an awesome zombie roguelike idea)

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    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

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  • mongrolmongrol Registered User regular
    edited June 2008
    This is utterly bizarre. I'm currently learning Objective-C and after I've finished the current app I'm making I'm planning on writing a roguelike version of Rebelstar. How coincidenal. Of course, you'll all have to buy a Mac to play it. :)

    mongrol on
  • GarthorGarthor Registered User regular
    edited June 2008
    Frem wrote: »
    Would your robot start taking up more space physically? Like, 2x2 as you pack more parts on? Roguelike Katamari Demechtri.

    Clearly this would require you to be able to demolish walls, and for stairs to be replaced with oversized lifts.

    It would, however, be hilariously awesome.

    I've also got the theme song stuck in my head to the tune of "robots tearing off the limbs of other robots, jamming them onto some free space - possibly on another limb - and then punching another robot in the face with it."

    Garthor on
  • VelmeranVelmeran Registered User regular
    edited June 2008
    I actually would kind of like to make this, I've got a bit of knowledge on programming (CS minor, but I'm kinda crap at any math at the calculus range), so maybe if some other people good with XNA wanted to join up we could try and put something together. Doing it properly in an Isometric view though could make things really tough.

    Velmeran on
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