Universal 100 Rogues (By Fusion Reactions)

Discussion in 'iPhone and iPad Games' started by New England Gamer, May 4, 2010.

  1. WesPaugh

    WesPaugh Well-Known Member

    May 5, 2010
    485
    0
    0
    The Software Developer, 100 Rogues
    Rochester, NY
    The goal behind the food system was to make it so that you only die if you are trying to grind or generally aren't progressing through dungeon floors at a rate we want you to.

    Some people are still getting overloaded with food some games, and others are starving to death, no matter how quickly or thoroughly they progress.

    So, Keith's working on it, and you should start seeing more, but those that have been seeing boatloads of meat and gingerbread should begin to see less.
     
  2. eev

    eev Well-Known Member

    Oct 26, 2009
    1,958
    0
    0
    Germany
    #1342 eev, Jun 18, 2010
    Last edited: Jun 18, 2010
    it's roguelike so food should be random or tricky, example nethack! that's part of the genre.
     
  3. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
    2,134
    1
    38
    Coordinator
    Seattle
    That is some bad luck lol. In the hundreds of games I have played, I have 3 games total that I have died starvation.
     
  4. keithburgun

    keithburgun Well-Known Member

    Feb 18, 2010
    291
    6
    18
    Game Design, Author
    Westchester, NY
    Generally it's better to err on the side of too little food... too much food is a serious problem.

    We gotta get the item shop going ASAP, that's really the best solution to the food issue. Also I may add a higher-frequency, low food item after all. Perhaps Half-Roasted Food.

    Anyway, in the next update we hope to have a SPELLBOOK. This item will be usable by the fairy only, and it will grant her a Skill point. It's very rare though (a 5-rarity item, as rare as rings used to be). It's something to look forward, for her, though, which I feel she has needed.

    Also, the Crusader will be able to enjoy a new reason to get Heavy Armaments in the "War Hammer". It deals slightly less damage than the Axe, but has a 40% chance to knockback.
     
  5. nafkert

    nafkert Well-Known Member

    May 10, 2010
    134
    0
    0
    Sounds fun. If the enemy is next to a wall or another enemy, will it critical just like the spell?
     
  6. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
    2,134
    1
    38
    Coordinator
    Seattle
    Rare as rings used to be.... you mean when you could play for hours and never see one? only to imagine that they were just empty slots in the game made to mock us?
     
  7. starcat

    starcat Well-Known Member

    Feb 7, 2010
    385
    0
    0
    Rofl.. im sorry to laugh but i agree.. im not trying to sound like a dick but i dont think its that Pro of game design to have continuously empty slots for an entire game run.

    . i wouldnt say its BAD game design because i understand the random aspect..but when a game is only 9 levels long...

    the chances of me ending up at satan with a dagger / leather armor and 2 empty ring slots is medium to high.. thats not frigging good.

    and i still open 90% of treasure chests to find rocks. who in the hell is putting rocks in treasure chests.
     
  8. Madgarden

    Madgarden Well-Known Member

    Mar 10, 2009
    1,681
    2
    0
    Galactic Game Creation Overlord
    Kitchener, ON
    Could it be, oh I don't know... SATAN!?
     
  9. starcat

    starcat Well-Known Member

    Feb 7, 2010
    385
    0
    0
    LOL ya., satan gives me choices between rocks and swords :)
     
  10. jsrco

    jsrco Well-Known Member
    Patreon Silver

    Oct 15, 2009
    2,134
    1
    38
    Coordinator
    Seattle
    omfg dana carvey and chruch lady! YOUTUBE IT NOW!
     
  11. Joeavery

    Joeavery Active Member

    Sep 27, 2009
    44
    0
    0
    Midwest
    Hey guys, just a thought... If the while food thing is to stop people from grinding, well, I think that there are better ways to do that. Maybe figure out the average time it takes to complete a floor, and then five the player so many steps beyond that to descend, or die? I dunno. I feel that the randomness of getting food or not really spoils the game for me. I don't like going into knowing that my success depends not on my skill, but on luckily getting food or not. I think I see what you are aiming at, I just don't think it works very well as implemented.

    It's tough trying to figure out a mechanic to get people to play the game as you envision it, and I know you've spent a lot of time on the whole food mechanic, but please be open to thinking "outside the box" with different possibilities leading to the same goal - a sense of urgency with an inability to grind. ... Or possibly a score reward for those that do finish with minimal moves? That way people CAN grind, but they'd know that they wouldn't end up on the high scores doing so?

    Hmm.. That doesn't sound bad. We could grind, get the feel of it, and then when we feel comfortable we could descend faster and faster, risking more for a higher score.

    That's just one idea, but... thoughts?
     
  12. MikeV

    MikeV Well-Known Member

    Sep 15, 2009
    72
    0
    0
    sub-contracting
    VT
    once you can buy food you will always have access to food so no real reason not to have the hunger system.
     
  13. SkyMuffin

    SkyMuffin Well-Known Member

    May 24, 2010
    2,377
    0
    36
    college student, ENG/WGS major
    Lexington, KY
    As I've played more, I've discovered a couple of interesting things with the wooden sword.

    First of all, that 1 less point in the minimum damage really does make a giant difference- especially early on. Rats and Bandits take two hits to kill far more often than it does when you have a dagger. In a game where every turn can change what happens to you, a difference of a few hits can be important. This is especially true after a 1.0.4 change that wasn't mentioned: rats now have variable HP. It used to be that on the first and second floors, they would all spawn with a set amount of HP (5-7ish). Now some of them will have 5 hp, while others have more (awesome change by the way- it makes the first two floors more interesting). The 110% accuracy on the wooden sword is basically negligible, since there are usually no bats around for the first floor, and you can find a new weapon by the second. Crits on the dagger really do make up for it, especially when you are fighting beetles and assassins later on.

    So...long story short- I like the wooden sword, and I don't think it should be changed. Kudos for adding it.
     
  14. nafkert

    nafkert Well-Known Member

    May 10, 2010
    134
    0
    0
    So I was having one of my best games ever. Dungeon 3. Dagger of Vampirism. Tons and tons of potions.

    However, the map created itself with NO PATH TO THE EXIT. I could see the exit. I could see a path that started just diagonally from the square I was in. But there was no way to get there.

    And when I tried closing and opening the game right after I committed suicide (sometimes that'll reset a level for me), the game itself was lost with no highscore.

    Grrr.

    Still love the game. I guess that's two bugs (the resetting the level right after you die and the map thing) I wanted to let you all know about. I'm also experiencing the black tiles every once in a while, the occasional crash, the invisible wooden sword, the item stacking glitches, and the two-monsters-in-one-space glitches.

    Amazing how many glitches there are, yet the game is good enough for me not to care too much.
     
  15. eev

    eev Well-Known Member

    Oct 26, 2009
    1,958
    0
    0
    Germany
    and again this is origin of roguelike games, you can win if you are really lucky.
    however i can see the point of people who b about food. usually roguelike games are far more advanced and therefore people will have a lot of problems which are not food related. but in 100 rogues food is really shines because there are no traps, no random spells etc.
     
  16. tfobf

    tfobf Active Member

    Nov 1, 2009
    40
    0
    0
    bulding cpmputers
    canada
    So it's a free level, how is this interesting again? Every time I see you guys come out with an update I check the patch notes for some actual gameplay additions that were promised when I laid down my $5 at release, and every time there's nothing there.

    Try putting in something like diagonal movement, stores, random loot drops that scale with the hardness of the creatures in the room (yay I just killed 5 skeletons for a dagger), more items, ways to fall down or climb up a level (a la ropes and pits), give the ability to actually run faster than the enemies with the right skills or items, there is no reason you should not be able to outrun a rat eventually. more scrolls and potions that do interesting things rather than just buffs (potion of chameleon, potion of repel monster, potion of transmutation), wands that hold charges of fairy spells that the crusader can use, locks and the ability to close and lock doors behind you to escape enemies... I could go on.

    This game was riding a big wave of hype/hope when it was first released, you stand a good chance of losing that momentum if you continue to release updates with nothing in them.
     
  17. LordGek

    LordGek Well-Known Member
    Staff Member Patreon Silver Patreon Gold Patreon Bronze

    Feb 19, 2009
    12,282
    141
    63
    Software QA Engineer
    Saratoga, CA, USA
    Part of the power of true Roguelike is that any item can drop at any point (just with different rarities) so if they made it so killing a bunch of skeleton would guarantee a better drop than a mere dagger, wouldn't that also mean ensuring the player doesn't accidentally come across some plate mail early on?
     
  18. tfobf

    tfobf Active Member

    Nov 1, 2009
    40
    0
    0
    bulding cpmputers
    canada
    This isn't a true roguelike and these blokes aren't even pretending to be making one, so don't get hung up on that.

    And the problem now is that you defeat a room full of hard enemies and you often end up getting nothing useful for it. At least in nethack (since you went there with the roguelikes) you kill a tough monster they like to drop interesting stuff, and the deeper you go the better the loot, something this game has neither of and desperately needs.
     
  19. LordGek

    LordGek Well-Known Member
    Staff Member Patreon Silver Patreon Gold Patreon Bronze

    Feb 19, 2009
    12,282
    141
    63
    Software QA Engineer
    Saratoga, CA, USA
    Maybe in Diablo, but since when did Nethack vary the quality of loot based on dungeon level other than maybe gold piles getting bigger as you go deeper?
     
  20. tfobf

    tfobf Active Member

    Nov 1, 2009
    40
    0
    0
    bulding cpmputers
    canada
    The creatures get harder based on dungeon level and harder monsters = better loot. How is that hard to understand?

    Additionally there is much better loot on these levels, which are all deeply located: http://nethack.wikia.com/wiki/Category:Special_levels

    100 Rogues needs to reward the player with the effort and skill they put in. Right now you get absolutely nothing special for a tough fight or visiting a dangerous location. If the monsters get harder as you go deeper as they do in 100 rogues, then it stands to reason the loot should follow suit.
     

Share This Page