We actual do this already, to some extent. Each level there's at least one monster type that has a special item drop. Bandits drop daggers, gypsies drop energy potions, etc. We tried to make the drops thematically consistent, to avoid the typical RPG trope of "how could this rat have possibly been carrying an Axe?" It's only treasure chests that are *completely* random. They don't drop loot particularly frequently, mind, and its only the thematically appropriate monsters that do this, but when they do drop them they are progressively better at later floors, with the last floors having some monsters drop some of the rarest items in the game. As far as all the other (very good) ideas you had for new content, we've only had two real content update so far. Most recently, yes, we just added the wood sword and the gingerbread man. The one before that, we added 2 player classes, several hundred items, 10 dungeon levels, 2 bossed, almost 30 monsters, roughly 2 dozen player skills, etc. We will have another similarly large update, once we've had some time to develop our infrastructure some more, resolve remaining launch issues, etc., and continue giving you these bite-sized updates to keep it fresh. This is a game we're going to be working on for, I really really hope, years to come, so I hope the game continues to be fun to play throughout that time.
First of all, 100 Rogues is not centered on loot. It should have been obvious after playing through a few times that the gameplay mechanics are centered around the player's decisions in the face of the situations presented to them. Items are a very small part compared to that. Secondly, with the exception of extra shields and armor, there is rarely a useless item in this game. Throwing items is a valuable strategy, and all the extra daggers you get definitely help with that.
I understand the special rewards and or artifacts for many of Nethack's set pieces/quests but I still stand you aren't getting how loot random has worked in games like Nethack and Rogue. Anybody else want to jump in? Perhaps they've changed the loot system of Nethack in more recent versions?
@tfobf I'm not trying to single you out here I just really LIKE how the loot drops in this and other roguelikes work UNLIKE MOST RPGs that do follow your "Bigger Beasts = Better Loot" since it then leads to cheesy bits where one only finds leather armor and daggers for the first 3 levels, studded leather and short swords for the next two, etc. As it stands practically anything can drop at any point so you could find that Vampiric Dagger early on and not always on the 5th level or whatever.
dude... your barking up the wrong tree..these guys have Zero interest in stuff like this and every time i suggest stuff like this i get flamed to hell... just walk away now while you can.
im inclined to agree with you to a Degree.. i have opend thousands of chests...and found absolutely nothing in them. killed thousands of creatures with crappy drops.. people have this.. idea of what a roguelike should be but always compare it unequally.. if your going to compare it to a roguelike, then compare it to all the worst aspects of a roguelike.. ive held my tongue for a very long time.. but im extreamly disappointed with the game.. i play the game MAYBE once a week now because its just so boring now. i want to like the game. but there is just nothin there for me..ya.. ok awesome i killed a rat. maybe if i play the game 15,002 more times ill find a +2 dagger of vampirism...and then ill lose it as soon as i get it because the game glitches. thats not fun. stop comparing it to rogue likes and the second someone says "hey add interesting item X Y Z" then say ZOMG THIS ISNT LIKE THAT... ok then what is it? "ZOMG ITS ITS OWN THING" ok.. fine.. as it stands its own thing sucks balls right now. its an amazing game engine with crappy design. sorry keith but if you want people to like you. design a better game. no offense. just sayin. i dont think im alone here in saying i expected 10 times the game for 5 bucks.. right now i'd barely pay 99 cents for it. and btw part of the fun of rogue likes is the game is long enough to enjoy all the crap you pick up.. i could have my entire bags FULL of stuff ill never use or even have the opportunity to use.. by the time i get to Satan.. i could have 932 rocks.. 552 nets. 19 daggers. 2 health potions. 2 rotten foods. 1 ginger bread and MAYBE if im lucky +1 leather or an enchant weapon scroll.. again this is not fun.. nor is this dynamic game play. this is filling up the player with junk... wtf is that? who is designing these items.. and why is the percentage on the junk so frigging high... i just played a roguelike.. here was my experience.. within 10 minutes i got a spear.. some chainmail. 2 spells i cant use untill im higher level. several Unidentified pieces of armor wich im excited about Identifying to see if they suck or not. and a wand that showed me a secret exit to a treasure room.. now that.. is fun... this game has none of that and ALL of the bad stuff.. lets learn shall we? how about implementing items that make you choose.. i have yet to come across a single wand the hundreds of times ive played the fairy. ive been nice .. ive been pissed. and ive tried to be helpful. i swear to god. this game is going to force me to release my own game.. it will have 900+ levels 1500+items all unique in their own aspects. and no that doesnt include the +1 and +2. tons of status effect changes. spells. skills. Spell mixing. breaking through walls. digging down levels. traps. pits. secret shops. black market items for the thief/rogue class. some monsters teach spells to the mage class. now if i can only find a programmer.. im not trying to flame but honestly this has gone on long enough.
I know the development team *loves* hearing these ideas. I'd address all of them individually here, but their effects on balance are probably better addressed by our designer. I can say with certainty, though, that some ideas we may just might want to do for this game (ropes / pits for instant transport between levels might not happen until we decide to make balanced and meaningful backwards traversal), some might be redundant (making a rapier with slightly different look and stats to a sword doesn't really add anything), and some might just take a really long time to make. Giving the player classes a speed variant would be really cool, we 100% agree. We made Knight's only be able to act every other turn to this effect, but it's just much much harder to make things faster relative to everything else than it is to make them slower, until I redesign some large sections of code. I'm talking on the order of weeks of work here. We're trying as hard as we can to make things like that but, for example, wands that hold charges of purify or amafyst or whatnot requires not only the item itself but also the UI to support it (how would you decide to use the skill or to shoot the wand?). That kind of question takes some really significant time, and that's just one new kind of item. We'll make stuff like that, but we just don't have the resources to put an entire paragraph's worth of the stuff into each update. So we definitely love hearing these kinds of ideas, and we'll make everything we can to enhance to game. But, as Valve so accurately put it, "Making games is hard"
I agree there could be more variety to the drops and that maybe rocks and daggers are a bit TOO common...I was only whining that I didn't want the game to turn into the standard RPG fair where 1st level baddies drop 1st level loot and 10th level baddies always drop 10th level loot.
i like the randomness at times.. what i dont like is getting all the way to the last level with nothing but nets in my inventory.. thats like game over before the game over screen..
Why not try being the programmer? It sounds like you've got a good design in your head, and you've got an iOS device, clearly. Cocos2d is the engine we used, and it made things pretty simple for us. And that was using a much older version (animation support has been added that we had to write ourself, for example). If you don't have a Mac, Rokon looks like a similar engine for Android games that I've been looking at. Java is a really easy language to get started with. If you do want to try out Cocos2d development, I can point you to a great forum and an IRC channel for the engine and iPhone development in general if you need help getting started. Hell, send me an e-mail if you have any questions on the OS or basic software / game development. Alternately, some of our original team met through Gamedev.net postings, so you may be able to find a programmer there that would be on board. Try making a game, and I will personally support you however I can (without detracting from 100 Rogues, of course ;-) ).
because i have 15 companies to run. i have no time for programmer. im the designer thats what i do then i pay someone to make it for me. i dont have the patience nor the time to code. i wish i did. oh how i wish i did.
I guess all I can do is wish you well in finding a team, but advise that there's probably a reason your game hasn't been made yet (or in the case of nethack, took decades to make). Like I said, gamedev.net may be your best bet in finding cheap labor quickly, or gamasutra.com for finding good labor slowly.
i have a programmer now. hes just learning the code to make the game. hes the guy who codes all my websites and other stuff. 11 languages under his belt . now he just has to learn objective c.
So you are already on your own way to making your own game with 9000 different weapons that can wipe your own butt for you? Good then stop trolling this thread.
um.. i was responding to his statement jackass. and yes.. i have been for a while. so a game with a lot of weapons is wiping your butt for you? dont ever play zelda or final fantasy then.. you will just be offended. oh yea also whatever you do do NOT get chronosofts new game. that also will offend you. im sorry if games with a bunch of cool items that adds to game play are so offensive to you.
One of the major points of this game, if not the supreme end goal, is to achieve a high score. That alone is a reason to go running into a difficult room with no loot dropping from it. To rack up the points. I can totally understand the significance of loot drops and their lack of variety. But when playing a game with 10 levels, I could really care less if I only have nets and a dagger. You can actually beat the game with those alone, although its incredibly difficult. Look at a game like Demon's Soul where there is a small variety of weapons compared to the length the game can go on. More is not always better! Hell I would love for a "Borderlands" item generator in a game like this... if the game didn't take me 20 minutes to either die or get to the end of. But you keep wanting these items with different abilities to drop when it isn't needed. Then you keep saying becuase it would be cool, when the game is not focused around loot. Yes it would be cool, but no this game isn't long enough to warrant going to my inventory screen every few seconds to check if my new dagger of whoop em is better than my club of utter mp drain! With as much as you get items in this game you would have a high chance of doing that. But the game by the controls alone, which is full of shortcuts, was designed to be played in a faster fashion. It revolves around the score and not "what kind of dagger or shoulder pads does he have on?" Yes we can go that whole same ole argument route again: Because you keep coming here and wanting the game to be something it is not. That is why people bring it up. Heck I could argue that more loot would make the game less difficult and take away from the depth. It would even add a whole new layer of balancing that would just take a lot of the fun and style from the game. As far as it "sucking balls", that is an opinion in the highest regards. Geez, you are playing a rogue-like variant. Rogue likes are a niche genre becuase many gamers dislike them and think "they suck balls." But hey, go ahead and get your design up and running and get it produced. I would love to play it and wish you luck if it is going to be as awesome as you say it is. But looking at your past post its pretty much points out that you troll and complain. I am pretty sure you have contradicted yourself a few times in this thread alone now.
Wait, Zelda? I thought Zelda was somewhat well-known for only having two, maybe three sword variants. Sure, lots of fun attack items like bombs, boomerangs and bows, but isn't there usually just Basic Sword and Awesome Sword? I'm somewhat shamed to say that the only Zelda I've played for any length of time is Wind Waker... Final Fantasies, though? Sure! 2000 weapons... none of them useful, lol. I mean, I'm sure that many of them are, but I've always hated needing to, like, think. About that kind of stuff. Luckily I am not the one designing this game, But seriously, I think there is a strong component to the depth of the average Final Fantasy that comes from experimenting and exploring until you learn / find what to use, and when. This is all well and good, but it also assumes that you have the right items when you need them, or are willing to believe they exist and will take the time to find them, sometimes hopelessly and aimlessly. It also assumes you're going to play a game from the beginning until *some* end a very small number of times, but that each time you will try to acquire as much stuff as possible. I don't think this can really translate to a roguelike, or at least it ought not to. To some extent our skills fill the role of catering your player to specific encounters, (e.g. buying martyrin' in time to face snipers is a really good idea), to make it entirely within your power to prepare yourself, no matter what drops you've gotten (although you should see some decent drops along the way).
this will be my last post on this thread (go ahead and cheer) its not about useless and usefulness its about the Options they give and up to the player to decide whats useful and useless. lets take the most Basic final fantasy with an inventory. final fantasy II in US. im going by the US because when you get into japanese names everyone gets all confused. now before i do this. i understand COMPLEATELY this isnt about a huge epic RPG like final fantasy. im just relaying the significance of my point. http://www.eyesonff.com/ff2/weapons.php#Swords weather or not something is useful or useless depends on the way the player decides to use it.. for example i might be wielding a sword. but i have the Sword of Slumber in my inventory. i "use" the sword and it puts them to sleep. or if im attacking with it it has a 20% chance to sleep them. this is a great mechanic and kind of what im getting at. i wouldnt say all of them are useless. my point was me personally i enjoy going through the game 90 different ways. and again i understand this game isnt necessarily designed the way i was talking about. and for you wes. here you go a link to Zelda items. http://zelda.wikia.com/wiki/Items_and_Weapons_of_The_Legend_of_Zelda_series enjoy