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News from the Forge vol. 3: DoomRL 0.9.9.4 BETA status thread

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Game Hunter:

--- Quote from: alver on August 16, 2011, 08:53 ---Oh my, oh my. I wonder if the mod support will extend to the ability to introduce... multiplayer (daydreaming of mangband-style multiplayer, with enemies power scaling up with number of participants and no friendly-fire protection - with central server and stats registered both against players and against npcs. c'mon, if something as simple as Frozen Synapse can gather big audience, just imagine what can DoomRL do in that area...).
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I doubt that multiplayer will come from DRL1. Translating a turn-based game into a real-time environment is a LOT of work. In a game like DRL where projectiles dominate as a means of attack, there would need to be changes to the aiming mechanism, and projectiles themselves may require some changes regarding multiple shots in a burst fire and dodging a given projectile, maybe even to the point of setting up missiles that have their own speed and have to be dodged in order for damage to be done. It's not that it couldn't be implemented given time  but, at least for now, modding support doesn't go quite that far as to radically change the game system. Honestly, MDRL would almost be an entirely different game, much the way M Angband is, at the fundamental level of gameplay, an entirely different machine from its predecessor.

Of course, if you're saying that it should be a turn-based multiplayer DRL, THAT would be far more likely once online support starts to come into existence. I'm not sure it'd be very fun, or at least not over the course of an entire campaign: single-level mods may be small enough such that taking turns not would make a game last forever. (The stats server is quite possible, however, and I believe it's part of eventual plans now that we have a dedicated server for such things.)

AStranger:

--- Quote from: Gargulec on August 15, 2011, 16:03 ---Some minor things, one major, though really rare: did you know that overloading nuclear weaponry could overwrite stairs, thus resulting in a level that is impossible to exit? Me neither. And now, no one will be able to see this critical, yet strangely never reported bug.

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Wait, does that mean... I'm actually invisible?!? They all said I was crazy, but now I finally have proof: http://forum.chaosforge.org/index.php/topic,4451.0.html. Or maybe I've just been awake for way too long, it's hard to tell.

alver:

--- Quote from: Game Hunter on August 16, 2011, 10:40 ---I doubt that multiplayer will come from DRL1. Translating a turn-based game into a real-time environment is a LOT of work. In a game like DRL where projectiles dominate as a means of attack, there would need to be changes to the aiming mechanism, and projectiles themselves may require some changes regarding multiple shots in a burst fire and dodging a given projectile, maybe even to the point of setting up missiles that have their own speed and have to be dodged in order for damage to be done. It's not that it couldn't be implemented given time  but, at least for now, modding support doesn't go quite that far as to radically change the game system. Honestly, MDRL would almost be an entirely different game, much the way M Angband is, at the fundamental level of gameplay, an entirely different machine from its predecessor.

Of course, if you're saying that it should be a turn-based multiplayer DRL, THAT would be far more likely once online support starts to come into existence. I'm not sure it'd be very fun, or at least not over the course of an entire campaign: single-level mods may be small enough such that taking turns not would make a game last forever. (The stats server is quite possible, however, and I believe it's part of eventual plans now that we have a dedicated server for such things.)

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Have you ever tried mangband? They did exactly that - made a multiplayer out of a roguelike game (angband). And imho it works well there for a campaign mode. I played that ages ago, but the experience was a blast. MAngband shares several similarities with DRL - like non persistant levels, ranged weapons (spells), etc. The only real difference is its not possible to go back upstairs in DRL. It's actually still online (http://www.mangband.org/).

Anyway - i think we wont know the worth of the idea until its tried :-D

tehtmi:

--- Quote from: AStranger on August 17, 2011, 01:43 ---Wait, does that mean... I'm actually invisible?!? They all said I was crazy, but now I finally have proof: http://forum.chaosforge.org/index.php/topic,4451.0.html. Or maybe I've just been awake for way too long, it's hard to tell.

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Nope, not invisible. I got that bug from your post. Thanks for all your bug reports!

Game Hunter:

--- Quote from: alver on August 17, 2011, 02:53 ---Have you ever tried mangband? They did exactly that - made a multiplayer out of a roguelike game (angband). And imho it works well there for a campaign mode. I played that ages ago, but the experience was a blast. MAngband shares several similarities with DRL - like non persistant levels, ranged weapons (spells), etc. The only real difference is its not possible to go back upstairs in DRL.
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I suppose my main point was that MAngband was quite probably built from scratch, using an entirely different engine in order to produce real-time gameplay. The game's CONTENT may be similar (if not identical) but the game's playstyle is fundamentally different. Not that I've played it (although it definitely says "real-time" on their website) but I assume that a number of functionalities have been adapted for real-time, which would greatly change any traditional roguelike. In short, I think that MDRL would be a lot like making a second game with a completely new engine, then adapting DRL content to it.

"Mod support" simply refers to the capacity for players to interact with the game's source in order to customize it however they choose. Allowing enough support to switch this game from turn-based to real-time MIGHT be a little too ambitious, even for the most hardcore of modders.

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