General > Discussion
Shiver me timbers, landlubber!!
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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