Chaosforge Forum

  • March 28, 2024, 02:29
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1] 2 3  All

Author Topic: Shiver me timbers, landlubber!!  (Read 19951 times)

Madrik Rimesorrow

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 25
    • View Profile
Shiver me timbers, landlubber!!
« on: January 05, 2008, 09:58 »

Aargh!! Matey! How be a roguelike based on thar Pirates of the Caribbean, aye? That be playing to jolly sea music and a mug of grog!

But seriously, couldn't this be considered? You get to choose what type of sailor you start off as : High strength, High intelligence, High dex, high charisma (Cap'n sparrow, with the slurred speech and all, yes?). Then along the way, you decide whether to earn your own ship or  "borrow" one. There could be a main driving quest which you could choose to follow or commandeer other ships as you see fit.

Seems a worthy idea, eh?

"Aar, me hearty! Where's me eye-patch?"
Logged
They shall tremble, shall despair.
Forth the chill that hangs mid-air.
Anger, anguish, damage share.
Go now! Follow Terror's heir...

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #1 on: January 05, 2008, 11:33 »

If you design and write it, I code it. Except for PotC being not-so-great a source; make it generic pirate stuff and we have a deal.

Nothing epic, though. 7DRL-style would be appreciated.
Logged

Madrik Rimesorrow

  • Lance Corporal
  • *
  • Offline Offline
  • Posts: 25
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #2 on: January 05, 2008, 23:39 »

That was just an idea. I don't know anything apart from the low basics of Python.
Logged
They shall tremble, shall despair.
Forth the chill that hangs mid-air.
Anger, anguish, damage share.
Go now! Follow Terror's heir...

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #3 on: January 06, 2008, 03:27 »

...but perhaps you know the low basics of MS-Word\OpenOffice-Writer?

Once again:
Your concept and writing (inside text), and I do all the coding.
Logged

Karry

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 206
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #4 on: January 06, 2008, 07:19 »

Geez, if all coders were like you...although i have a concept that would require about two years of dedicated work, not a concept of a roguelike. :P
Logged

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #5 on: January 06, 2008, 07:39 »

\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"?
Logged

Rola

  • Sergeant
  • *
  • Offline Offline
  • Posts: 91
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #6 on: January 06, 2008, 18:03 »

Except for PotC being not-so-great a source; make it generic pirate stuff...
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...
Logged

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #7 on: January 06, 2008, 18:06 »

\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?
Logged

Rola

  • Sergeant
  • *
  • Offline Offline
  • Posts: 91
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #8 on: January 06, 2008, 19:26 »

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 ;)
Logged

Karry

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 206
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #9 on: January 07, 2008, 04:20 »

*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.
Logged

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #10 on: January 07, 2008, 09:42 »

To Rola:

\I wouldn't be able to promise anything, as my life isn't that stable as I would like it to be\

Life is never about promises. And I would choose erratic input over no input at all - any day.

\And this would force me to go through the Horatio Hornblower books again, LOL!\

Will you regret this?

\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\

Maybe. Maybe not. I have barebone made-to-be-epic pseudo-roguelike at my hands, which I can develop in any direction now. It mgiht be Pirates! It might be Dynasty Warriors. It might be Master of Magic. Beauty of the concept is that all of those parts are seamless and benefit from development of each other. But the (relative) shortcoming is, they all have to reuse the same basical system to be compatible and reasonable.

\With StarWarsRL I could finally have the game I'm waiting for 15 years or so\

I won't be doing any sci-fi for at least few years. And Kornel is the best man for the job anyway .

\another Akella game which name escapes me\

You mean "Captain Blood"?

\I'm really trying hard to imagine ship-to-ship combat\

Kornel already proved with DoomRL that literal gameplay translation is unneeded. One shouldn't think how "similar" gameplay can be achieved with ASCII. One should think how the basic idea can be implemented using ASCII methods.

My idea of a sea-combat was something like this: there's 20x20 board on which ships are positioned. You can either move, or shoot; at everyone within range, but there's a twist - your ship takes some time to aim; this time is reduced by your maneuverability, and increased by enemy manev*speed. Also, every time targetted ship moves, shooting one receives ToHit penalty. Wind can be added to the calculations... (speed bonus when blowing perpendicularly to your enemy).

My main winning point is that I'm not going to abandon the project anytime in the next 5-10 years (-: Pirate part was planned from the very beginning, it's just that I haven't yet decided upon when I'm starting doing it.
Logged

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #11 on: January 07, 2008, 09:44 »

To Karry:

Pretty heavy stuff you have in there :). Do you actually plan doing it?
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Shiver me timbers, landlubber!!
« Reply #12 on: January 07, 2008, 11:54 »

Sea combat could be done by extending the Battleships pen and paper game :P
Logged
at your service,
Kornel Kisielewicz

Igor Savin

  • Elder Chaos Guard
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 180
    • View Profile
Re: Shiver me timbers, landlubber!!
« Reply #13 on: January 07, 2008, 13:42 »

It'd be difficult to take the rest of te game seriously then (-:
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Shiver me timbers, landlubber!!
« Reply #14 on: January 07, 2008, 20:02 »

You'd be surprised Igor, how simple mechanics can be made into really fun and complex ones. The idea is to allow oneself a layer of abstraction, and not go for realism all the way. Take Pipe Dreams for an example -- it has nothing to do with realism except the water flowing, but it's fun as hell. Or any better minigames in older games -- they (if well designed) could be tons of fun, without realism. The point here is to make them NOT BORING. Realism is a secondary need.
Logged
at your service,
Kornel Kisielewicz
Pages: [1] 2 3  All