edg3
02-11-2011, 01:03 PM
So a bunch of guys saw my multiplayer roguelike prototype a while back at the Jhb community meet, and with some revising of ideas and mechanics (and some inspiration from the Gears of War boardgame, monaco is mine and gunpoint game) I have worked out how to build a player vs player vs environment roguelike that would make sense and hopefully be fun.
I will be finishing as much stuff for it as I can today, then the next work I can do will be the evening of the 15th, so Im hoping to get a lot done today.
Current Progress:
Implementing donjon dungeon generation sauce (http://donjon.bin.sh/dungeon/about/)
Networking skeleton in place using Lidgren
Current todo:
- finish the dungeon generation
- find and squash the bug in afru causing all gamescreens to update and draw when then shouldnt
- finish the network lobby
- add the turnbased structures that game pieces must adhere to
Tech in use:
- C#/XNA, Afru engine
- Lidgren, networking
What is the game?
The objective is for you to survive to get to the exit first, as simple as that. You are in a 3-storey hospital of sorts designed to keep clones in captivity, where the guards and hospital staff are trained to keep you there (so clone vs hospital staff, kind of). Yourself and a bunch of clones of George managed to escape from your restraints and are ready to break out of there.
Mechanics
Turn based:
Everything first does a move-step, where they move closer to where they want to do an action (the AI will move first so the player can decide better what to do), everything measured in arbitrary world units, everything moves around at the same speed.
The next step is the action step, you can do things like pick locks of doors, attack enemies, turn of lights, use adrenalin kits, and so on.
Health system:
You will never die in the game, but if your consciousness goes to 0 you will black out, and when you wake up 1 turn later (ie you skip 1 turn) you will either be where you were with low consciousness, or if a guard or one of the nurses found you you will be put back into your restraints, which take another turn to break free from, though you will get full consciousness from this. (So if a player knocks you out they can get an advantage, or they can weaken you to send you back to the start, there are holding areas on every floor though, so you wont go back to floor 1 if you manage to get up to level 2, or 3 for instance). Adrenalin would increase your consciousness.
Weapons:
I plan to generate random furniture in rooms and so on, in your move step if you move next to someone to attack and you are also adjacent (not diagonally) to an object, you can do a "critical" attack by hitting the person with that object, and objects would have certain effects, if you hit someone with a chair for instance you could still be holding the chair when their strike happens (whoever goes first in combat will be based on consciousness) and deflect some of the damage.
Combat damage:
I plan to borrow the same system more or less that the Gears boardgame uses, you would roll say 3 dice that have a chance of [0,0,1,1,2,crit] for you damage, and a chair would be say + 2 dice, and the crit would add an extra damage point, or if you picked up a baton it would be + 1 dice, crit effect instant KO. Which if I get far enough would mean I would have an unarmed/armed system so you could keep the baton for yourself, but not use environmental objects while carrying it, and so on.
AI objectives:
- Primary: stop you, if they can see you they will try to stop you
- KO: skip 1 turn, then skip another turn to get full consciousness
- Secondary: Turning Generators back on, checking out alarms (for instance medicine cabinets would have alarms for if broken into), and so on
- Special abilities: Guards - crit = more damage, Nurses - do no damage, but crit = instant KO (sedative injection).
Your objective
Get out of there, there is a 1 man helicopter on the roof, it is the only means of escaping the hospital where you clones were made, so in all honesty you dont want to be hanging around, escape is first come first serve. Also, with the AI objectives you could use them to your advantage, if there are several guards in a room you can draw one out by setting off an alarm near enough to them, but you could also use it to call out a guard into a room with a player (if they are closer than you and in sight the guard will move to try subdue them and call for assistance for people inside the same room), so this could work to your advantage in certain areas for getting the upper hand from another player.
Wishlist: - things I want but cant be done till the core is complete
- More enemies (corporates? I dont know yet)
- Armed/Unarmed combat system
- Alarms/Cameras
- A decent amount of usable things that can be randomly placed in the game world for your use/abuse
Cant think of what else to add here for now. Lunch time, then back to writing code.
I will be finishing as much stuff for it as I can today, then the next work I can do will be the evening of the 15th, so Im hoping to get a lot done today.
Current Progress:
Implementing donjon dungeon generation sauce (http://donjon.bin.sh/dungeon/about/)
Networking skeleton in place using Lidgren
Current todo:
- finish the dungeon generation
- find and squash the bug in afru causing all gamescreens to update and draw when then shouldnt
- finish the network lobby
- add the turnbased structures that game pieces must adhere to
Tech in use:
- C#/XNA, Afru engine
- Lidgren, networking
What is the game?
The objective is for you to survive to get to the exit first, as simple as that. You are in a 3-storey hospital of sorts designed to keep clones in captivity, where the guards and hospital staff are trained to keep you there (so clone vs hospital staff, kind of). Yourself and a bunch of clones of George managed to escape from your restraints and are ready to break out of there.
Mechanics
Turn based:
Everything first does a move-step, where they move closer to where they want to do an action (the AI will move first so the player can decide better what to do), everything measured in arbitrary world units, everything moves around at the same speed.
The next step is the action step, you can do things like pick locks of doors, attack enemies, turn of lights, use adrenalin kits, and so on.
Health system:
You will never die in the game, but if your consciousness goes to 0 you will black out, and when you wake up 1 turn later (ie you skip 1 turn) you will either be where you were with low consciousness, or if a guard or one of the nurses found you you will be put back into your restraints, which take another turn to break free from, though you will get full consciousness from this. (So if a player knocks you out they can get an advantage, or they can weaken you to send you back to the start, there are holding areas on every floor though, so you wont go back to floor 1 if you manage to get up to level 2, or 3 for instance). Adrenalin would increase your consciousness.
Weapons:
I plan to generate random furniture in rooms and so on, in your move step if you move next to someone to attack and you are also adjacent (not diagonally) to an object, you can do a "critical" attack by hitting the person with that object, and objects would have certain effects, if you hit someone with a chair for instance you could still be holding the chair when their strike happens (whoever goes first in combat will be based on consciousness) and deflect some of the damage.
Combat damage:
I plan to borrow the same system more or less that the Gears boardgame uses, you would roll say 3 dice that have a chance of [0,0,1,1,2,crit] for you damage, and a chair would be say + 2 dice, and the crit would add an extra damage point, or if you picked up a baton it would be + 1 dice, crit effect instant KO. Which if I get far enough would mean I would have an unarmed/armed system so you could keep the baton for yourself, but not use environmental objects while carrying it, and so on.
AI objectives:
- Primary: stop you, if they can see you they will try to stop you
- KO: skip 1 turn, then skip another turn to get full consciousness
- Secondary: Turning Generators back on, checking out alarms (for instance medicine cabinets would have alarms for if broken into), and so on
- Special abilities: Guards - crit = more damage, Nurses - do no damage, but crit = instant KO (sedative injection).
Your objective
Get out of there, there is a 1 man helicopter on the roof, it is the only means of escaping the hospital where you clones were made, so in all honesty you dont want to be hanging around, escape is first come first serve. Also, with the AI objectives you could use them to your advantage, if there are several guards in a room you can draw one out by setting off an alarm near enough to them, but you could also use it to call out a guard into a room with a player (if they are closer than you and in sight the guard will move to try subdue them and call for assistance for people inside the same room), so this could work to your advantage in certain areas for getting the upper hand from another player.
Wishlist: - things I want but cant be done till the core is complete
- More enemies (corporates? I dont know yet)
- Armed/Unarmed combat system
- Alarms/Cameras
- A decent amount of usable things that can be randomly placed in the game world for your use/abuse
Cant think of what else to add here for now. Lunch time, then back to writing code.