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StarWarsRL
Kornel Kisielewicz:
Darth Vader looks at you. Darth Vader clenches his hand in a fist! You're choking! You're choking! You're choking! You're choking! You die...
xD
Actually if I were to make a StarWars roguelike it would be set in the Jedi Academy era -- right after Skywalker established it on Yavin IV. Why? Because I'd like believable and playable Jedi characters, and the Academy stuff opens a lot of room for quests.
Rola:
In that case I'm afraid I can't yield my support, because: a) I'm not into post-ROTJ era of Expanded Universe b) I'm not fond of all this Jedi stuff.
So I have to say goodbye to the concept of a galactic scruffy looking rogue/smuggler/mercenary...
Kornel Kisielewicz:
OTOH, Han Solo was definitively my favourite character xP
Rola:
You are a reasonable man, so let me put it in this way:
A Jedi-focused game would be based primarily on melee combat (lightsabers) plus Force powers (~magic). Scoundrel/smuggler/mercenary-oriented SW game would feature mostly firefights with some addition of melee "for spice" (like DoomRL). For me melee combat in roguelike games is always... well, a bit like ASCII porn: surely you can imagine what are they doing but you'd like to see some detail :D What I mean is that it's easier to make a working and playable combat system which focuses on projectile weapons (like DoomRL) to a system which prefers melee fighting - which requires extensive skills, tactics, modes and various other factors to make it balanced (like the concept of pain in Berserk). Otherwise it would be a bit boring (just bounce the enemies till one of you die).
I think I'm gonna send you PM.
DaEezT:
--- Quote from: Rola on December 22, 2007, 09:44 ---You are a reasonable man [...]
--- End quote ---
l loled :D
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