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Showing posts with the label roguelike

Item weights in DCSS

In Dungeon Crawl Stone Soup -- one of the best current roguelikes --  there is a discussion going on about the removal of item weights. Even if you have never played DCSS, you probably know what they're talking about, because this has been a feature in D&D and all kinds of RPGs for a very long time. A player has a certain limited weight she can carry, depending on her strength; and item weights are needed to calculate whether that limit has been reached. So, does this mechanic add anything to the game? Here are my two cents, which I just posted to the crawl developers mailing list: Inventory management is not a very interesting part of Crawl strategy, nor is Crawl the kind of game where it could become interesting with just a few tweaks. Inventory management is interesting when it forces you to make tough choices. There are basically two ways to achieve this. One is to make sure that items are not retrievable once discarded. This can be done in several ways, for instance by ...

Kerkerkruip 9 released

The Kerkerkruip team is happy to announce the release of Kerkerkruip 9, by far the most extensive update of the game ever made. Kerkerkruip is a short-form roguelike in the interactive fiction medium, featuring meaningful tactical and strategic depth, innovative game play, zero grinding, and a sword & sorcery setting that does not rehash tired clichés. With over 700 commits to the code repository, the changes made in Kerkerkruip 9 are far too numerous to mention here. But the highlights are: Original theme music for the main menu, composed and produced by Wade Clarke. An entirely reworked reaction system allows you to dodge, block, parry and roll away from incoming attacks. Successful reactions increase your offensive or defensive flow, adding a new layer of tactical depth to combat. An entirely reworked religion system allows you to sacrifice absorbed powers to the gods. Worshipping gods grants lasting benefits, including divine interventions on your behal...

Lapis Philosophorum #1: Tools and Toys

This is first instalment in what I hope will be a new regular (or semi-regular) feature on The Gaming Philosopher . In Lapis Philosophorum ("the philosopher's stone", something you'll undoubtedly find only on the bottom of a dungeon) I will discuss topics in the design of roleplaying games and roguelikes. The focus will be on strategic and tactical systems rather than on narrative, coding or thematic content. I expect my own game Kerkerkruip to come up regularly, but the discussions will draw from a much wider range of games. I would also like to use this feature as an excuse to read more of what other people have written about game design -- something that I am far too ignorant of! Introduction In this first post, I want to talk about tools and toys , two of the basic elements of RPG design. Understanding tools and toys allows us to understand the strengths and weaknesses of many games. I will be assuming that we are talking about games in which the player has...

Kerkerkruip design journal #8: an update on progress

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You may think my not posting about Kerkerkruip means that I haven't been working on it. Nothing could be further from the truth, however. In fact, I am very rapidly approaching the first beta: a feature-complete game with documentation, cover art, and hundreds of bugs! Talking about documentation, I am planning on recording a short introduction video. You will see me playing the game in gargoyle (the video captures a part of my desktop), and you will hear me explaining the basics of the Kerkerkruip system. Technically, this is very easy (using gtk-recordmydesktop); and I suspect a tutorial video can be a lot more fun than a written tutorial. There will also be written help, of course, for those who prefer it and those who wish to look something up. I just got permission to use the photograph I found on Flickr , so let me share the cover art with you: Perhaps the text on the right should be a bit more orange? Let me know what you think. I'm really looking forward to...

Kerkerkruip design journal #7: progress and plans

Thinking up cool things and then implementing them is of course a mode of programming that is a lot of fun. In interactive fiction, it is also generally unproductive: you have a story to tell, and "cool things" are often mere side attractions that decrease the time you have to develop the core game. Luckily, for Kerkerkruip this is not the case. The core game is simple, and adding cool things to it is exactly what I should be doing. Of course, some thought needs to go into the kind of cool thing one develops: having several hundred weapons with different cool stuff isn't much good if the player can only fight an identical goblin over and over. (Be assured: Kerkerkruip does not have a goblin. It does not have a giant rat or an orc either, and the skeleton is a temporary standard monsters slated for removal.) And although I believe it is important and cool to have "special" situations that only occur in a small percentage of the games, it would be unwise to sp...