Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Evilpotatoe on April 03, 2016, 08:20

Title: Different stairs types ! (and similar mid-long term choices or informations)
Post by: Evilpotatoe on April 03, 2016, 08:20
Just an idea, but thinking again about what I was writing about assemblies / exotic / uniques :
Quote
In DoomRL, you don't make your choices gradually, depending on the stuff you find / enemies you face / kind of area you explore

An interesting example is the "sectors" you explore in FTL.  You can choose between this civilian one, pretty calm, or that rock sector, filled with agressive brutes in an hostile environnement.  Or between this peaceful engi sector, or the Mantis hive... or a dark slug nebula.
There is two interesting points here.

I can imagine putting this into DoomRL or JH. Here are a few crude examples which, in term of gameplay, seem relevant to me

Without getting into complete information (Of course, giving full items list would be too much, and lose a lot of the thrill produced by random levels generation and its exploration), I think it would be interesting to know some informations at the start of the game, or of the episode.
Examples could be knowing which rare mod lurks in HA, or the kind of armory it is (Slaughterhouse, with lots of demons and N! demons, and good melee weapons, gunshop, guarded by a horde of formers, but with 2 exotic pistols and 2 ammo boxes, Explosives area, with a missile launcher and shockwave packs ?, etc.).
Depending on the number of parameters, and the control / information the player has over it, some may even be chosen at start, like the class/traits.  In Civilization, you can choose the age / land masses and other parameters of your world.  In doomRl, you could choose which area of the complex you are gonna explore.  It's what you do in AlienRL, IIRC (I did only sacrifice a few chars to it, since I can't play ascii, but I loved the idea of different towers, with more ammo / medkits / whatever).

I'm throwing it as-is, because I'm more interested in the game-design aspect than "requesting something precise for next doomRL version, or JH".
Thinking about it, I think it's really a good game mechanic, which deserves some reflexion, and would need only some polishing to make it into the game.
Title: Re: Different stairs types ! (and similar mid-long term choices or informations)
Post by: emulord on April 03, 2016, 11:19
Great ideas. Maybe advance knowledge of stair type could be a perk for intuition 3
Title: Re: Different stairs types ! (and similar mid-long term choices or informations)
Post by: Shadowfury333 on April 13, 2016, 14:04
Cogmind (http://gridsagegames.com/cogmind/) does this. Given that it's also a range-based rogue-like with little focus on stat increases over positioning, it seems like it's a workable idea for DoomRL as well.
Title: Re: Different stairs types ! (and similar mid-long term choices or informations)
Post by: Kornel Kisielewicz on April 19, 2016, 09:01
Fun fact - DoomRL has both a tile and a sprite for alternative stairs. For a time I played around the idea of flavored dungeon branches - with their own special levels and their own level type distribution. Only problem here is they would be a hell to balance.