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- Jan 12, 2015
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I've been planning out a roguelike gaming experience that could potentially work well in RPGmaker. With MV coming out soon I'd like to create a game that would offer high replay value, high difficulty, and still be a RPG game. I've played enough roguelikes to conclude what makes them great and mechcanics. However, RPGmaker without programming really isn't suited for roguelike gaming. Heck, what I'm about to present is something might be considered different from traditional roguelikes. I'm also looking for input from others to see if this idea would be good, if some of the ideas need be tweaked/removed or any new ideas that could make the experience better.
What is the mechanics and goal?
I will be building a prototype of this game to test out this theory. The goal is to travel through 10 maps to reach the final boss of the game. Each map will have a tile placed randomly for the entrance and exit in a random fashion. The dungeon will also contain random tiles for the player to interact (like gathering keys, opening chest, Shopkeppers). The goal is to make it to the bottom of the dungeon without dying.
Features that I plan on using
1. While random generation is nice to have and there exist scripts for random maps. I personally don't know any scripting and I don't have time to dedicate at this time for doing so. So instead I will make each map individually and add them to a pool of maps. This can work really well since I can still change up the chest locations and stair locations without any programming. While it may take away some of the mystery of the roguelikes, I can still add plenty of content per map to fake a roguelike experiance (which can be just as good). While its true some will memorize the maps you would still be required to find the exit staircase. Later down the road I might add branching pathes with 2 or more staircases but for the sake of simplicity it will be one for the prototype.
2. I plan on having the standard battle system from RPGmaker since I don't want to deal with scripting a new battle system. The player will be able to pick a class in the beginning with some set abilities to choose from. The player will not gain xp in the dungeon but will still earn gold. The reason for no xp is to prevent the player from grinding and gaining too many levels early and ruining the balance of the game. Since healing and other items will be scarce in the game, it would be foolish to grind in this game. To counter grinding, each level the player passes in the game the price for objects will exceptionally increase to further discourage this behavior.
Example: floor 1 a health potion my cost 10g, floor 2 the same health potion will cost 25g
This way, you must fight stronger monsters to maintain income. To make battles and exploration worth it. Random items and new abilities will be available to the player in chest and shops. I'm not sure if I will have additional party members yet. I think I might allow one mercenary you can hire to tag along if you can find the NPC and pay for his services.
3. Since XP will not be in the game. There will be rune items that boost stats for your player. These will be rare but will give marginal increases to HP, MP, ATK, DEF and the rest of the stats. You can even purchase runes from shopkeepers. This is a better alternative to the leveling system because it is controlled.
4. Shops will have a limited items. This means once an item is bought it is not replenished. This will also allow for stealing of items. To steal items, the player can grab the item and try to walk out of the store. I could do this by Link's Awakening style where the shopkeeper needs to see you walk out the door. The second style is by doing a "dice roll" like the Elder Scrolls when the item is taken. The Elder Scrolls thieving system is easier to do.
5. In battles, hard weaknesses and strengths will play a big role. I'll make sure to include spell scrolls in the game abundantly so help the player to counter monsters. The only problem I have is since the monsters will stay the same (no random names, abilities), the player could potentially memorizes the weaknesses. I don't think this will much a problem if lots of monster variety was added.
6. The game will be challenging because there will be traps, there will be difficult monsters, you will most likely to die many times over. One problem with high difficulty is making sure the player feels like they were treated fairly rather than cheated. I won't result to instant death stuff; it is boring, unfair, and doesn't encourage improvement. However I could do stuff like a trap will poison a player if they walk over a trap tile without checking. Or have a monster with a ton of health that requires the player to run away.
7. Saving will be limited because of this. You can only save outside the dungeon. If you die in the dungeon then you have to start over. If you manage to climb to the bottom and exit out then you can rest up, heal, sell/buy stuff and then adventure again. However saving in the dungeon will not be allowed to prevent save cheating. I think by allowing the player to exit the dungeon should be a reward in itself and would also allow the dungeon to reset to a new map. That way progress can be continuous.
8. I'll use the RPGmaker default assets for the prototype. Just until I got the game running.
So what do you think?
Be completely honest here. Would you play a game like this? What don't you like about it? What can I do to improve on this? I won't get mad if you say it's dumb, you hate it, or have a better idea but please be civil about it!
What is the mechanics and goal?
I will be building a prototype of this game to test out this theory. The goal is to travel through 10 maps to reach the final boss of the game. Each map will have a tile placed randomly for the entrance and exit in a random fashion. The dungeon will also contain random tiles for the player to interact (like gathering keys, opening chest, Shopkeppers). The goal is to make it to the bottom of the dungeon without dying.
Features that I plan on using
1. While random generation is nice to have and there exist scripts for random maps. I personally don't know any scripting and I don't have time to dedicate at this time for doing so. So instead I will make each map individually and add them to a pool of maps. This can work really well since I can still change up the chest locations and stair locations without any programming. While it may take away some of the mystery of the roguelikes, I can still add plenty of content per map to fake a roguelike experiance (which can be just as good). While its true some will memorize the maps you would still be required to find the exit staircase. Later down the road I might add branching pathes with 2 or more staircases but for the sake of simplicity it will be one for the prototype.
2. I plan on having the standard battle system from RPGmaker since I don't want to deal with scripting a new battle system. The player will be able to pick a class in the beginning with some set abilities to choose from. The player will not gain xp in the dungeon but will still earn gold. The reason for no xp is to prevent the player from grinding and gaining too many levels early and ruining the balance of the game. Since healing and other items will be scarce in the game, it would be foolish to grind in this game. To counter grinding, each level the player passes in the game the price for objects will exceptionally increase to further discourage this behavior.
Example: floor 1 a health potion my cost 10g, floor 2 the same health potion will cost 25g
This way, you must fight stronger monsters to maintain income. To make battles and exploration worth it. Random items and new abilities will be available to the player in chest and shops. I'm not sure if I will have additional party members yet. I think I might allow one mercenary you can hire to tag along if you can find the NPC and pay for his services.
3. Since XP will not be in the game. There will be rune items that boost stats for your player. These will be rare but will give marginal increases to HP, MP, ATK, DEF and the rest of the stats. You can even purchase runes from shopkeepers. This is a better alternative to the leveling system because it is controlled.
4. Shops will have a limited items. This means once an item is bought it is not replenished. This will also allow for stealing of items. To steal items, the player can grab the item and try to walk out of the store. I could do this by Link's Awakening style where the shopkeeper needs to see you walk out the door. The second style is by doing a "dice roll" like the Elder Scrolls when the item is taken. The Elder Scrolls thieving system is easier to do.
5. In battles, hard weaknesses and strengths will play a big role. I'll make sure to include spell scrolls in the game abundantly so help the player to counter monsters. The only problem I have is since the monsters will stay the same (no random names, abilities), the player could potentially memorizes the weaknesses. I don't think this will much a problem if lots of monster variety was added.
6. The game will be challenging because there will be traps, there will be difficult monsters, you will most likely to die many times over. One problem with high difficulty is making sure the player feels like they were treated fairly rather than cheated. I won't result to instant death stuff; it is boring, unfair, and doesn't encourage improvement. However I could do stuff like a trap will poison a player if they walk over a trap tile without checking. Or have a monster with a ton of health that requires the player to run away.
7. Saving will be limited because of this. You can only save outside the dungeon. If you die in the dungeon then you have to start over. If you manage to climb to the bottom and exit out then you can rest up, heal, sell/buy stuff and then adventure again. However saving in the dungeon will not be allowed to prevent save cheating. I think by allowing the player to exit the dungeon should be a reward in itself and would also allow the dungeon to reset to a new map. That way progress can be continuous.
8. I'll use the RPGmaker default assets for the prototype. Just until I got the game running.
So what do you think?
Be completely honest here. Would you play a game like this? What don't you like about it? What can I do to improve on this? I won't get mad if you say it's dumb, you hate it, or have a better idea but please be civil about it!

