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Shiver me timbers, landlubber!!

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Igor Savin:
\Although i have a concept that would require about two years of dedicated work\

Could you give a brief overview?

\not a concept of a roguelike\

As in "different stuff accented" or as in "technically inadequate"?

Rola:

--- Quote from: Igor Savin on January 05, 2008, 11:33 ---Except for PotC being not-so-great a source; make it generic pirate stuff...
--- End quote ---
Aye, well said, Igor. Never liked the PotC - it always appealed to me as a lampoon version of a pirate movie. For a good example I'd propose the "Cutthroat Island".

Oh, and for the intro music for the game we could have this: http://www.youtube.com/watch?v=rwVOZDqZYZk
The movie sucked beyond comprehension, but I love this little clip. Few forum members may recognize it, despite never seeing the movie (it was the intro for a certain nautical TV programme... ;) )


Too bad you want this as 7DRL, we could use a "Pirates!" port to roguelike... always liked the games developed by Akella...

Igor Savin:
\Too bad you want this as 7DRL, we could use a "Pirates!" port to roguelike\

Hey, I like your approach! That's exactly what I had in mind.

7-DRL-version is supposed to be a tech-demo of what can be done. Then everything can be expanded.

Would you consider joining the DevTeam?

Rola:
Hmm... I'm tempted... but on the other hand I wouldn't be able to promise anything, as my life isn't that stable as I would like it to be. And this would force me to go through the Horatio Hornblower books again, LOL!

I could at least put you in good direction in the beginning. May of the ideas I had in mind for StarWarsRL could be used here as well, including the progressive development approach - what you said about expanding the basic game.

However do we really want to start to dabble with this? With StarWarsRL I could finally have the game I'm waiting for 15 years or so. PiratesRL would compete with current "Age of Pirates" and its previous parts - Pirates of the Carribean, Sea Dogs, another Akella game which name escapes me, and Sid Meyer's Pirates!.
I'm really trying hard to imagine ship-to-ship combat. Tactical game would require precise maneuvers to make "raking" possible, for example. How can we show ship's course in ASCII?

|   -   \   /   

this is the only way I can think of. I was wondering about the dot at the end to indicate direction of heading, but this wouldn't work.

I don't know... convince me somehow ;)

Karry:
*shrugs*
If you wish...i'll just copy from the desdoc.

Real-time tactical puzzle. Single player-only.
Elements borrowed from :
•   Evil Genius – trap setting, characters interaction model, general appearance.
•   Dungeon Keeper – fantasy background, “Good to be evil” mindset.
•   Tower Defence – preparation phase, “enemy wave” concept.

Main Features

•   Semi-random level generation.
•   Limited environment modifications.
•   Creatures visual upgrading.
•   Accented planning, not execution speed.
•   Advanced scripting and AI.
•   De-centralised treasure concept.
•   Unique feeling of fantasy/gothic fantasy adventure.
•   Optional gore.

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