Hi all,
I took a long break from mapping, but before hiatus my last real project was this RPG.
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Star Rogue
a roguelike role-playing game
1-3 players
A party of up to three chooses from six classes and delves deep into a randomized dungeon. Essentially the novel features here are the procedural rooms, monsters, items, and merchants. Kills grant gold, which can be carted around to buy items from randomly-occurring merchants with variable stock, and experience, which can be redeemed on level-up to buy HP, stat increases, more mana, or more mana regen. Items can be found to heal, revive one's hero, blow open walls and enemies, etc.
Each floor of the dungeon is composed of 16 rooms, and one of them randomly houses the floor boss. These monsters require preparation and tactical thinking to overcome. On deeper floors, monsters get meaner and may start transforming to become even tougher in the heat of battle.
The map is very much unfinished, but can provide about an hour or so of play in its current state, provided your party can survive. I wanted to post it up here regardless of its unfinished state because it was my last project. Cheers, staredit.
Attachments:
Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands
Bookmarking this thread. I've been wanting to see someone try to tackle the Roguelike genre through UMS. I'll test out this early build and post my impressions in here.
None.
Alright, I just played for about 30 minutes with a full house (three players), and I have to say this map is already really solid. I look forward to my next run to see how things change with the procedural generation. The first floor is a bit easy, but it's definitely a nice introduction to how the game's levels and mechanics work. Figuring out the spells/inventory and upgrades was all pretty intuitive for my group, but a couple of things should maybe be called out more clearly to players early on:
- How to use skill points after leveling up (we didn't notice the civilians down there until level 3 or 4)
- The fact that items were shared took a little bit to dawn on us as well, so maybe this could be stated right out the gate
With regard to sharing inventory as a team, I'm curious as to what the design intent is there. I don't know yet whether or not I'd prefer individual inventories, but on this first run some people were using the shared healing potions more eagerly than others.
Also, I see in your post that bombs can be used to blow open walls. Do you mean hidden walls in the environment ala Zelda? Or are we talking clearing boulders (crystal mounds) and such? Just wondering so I can try it out next time I play.
One last question: At what level(s) do you learn your additional spells?
PS - we had to end the session because of time constraints, not because we died.
None.
I felt that with the group EXP + gold gain, items should be shared as well to kind of level things out. Otherwise the item prices would have to go up, or similar.
Bombs can be used to blow up the procedural crystal walls that sometimes block your path.
You learn new spells by encountering a Sage's Library and paying the sage to advance to the next spell tier.
Current project: Star Rogue
Other projects: Triumvirate Defense, Skirmish Islands
I felt that with the group EXP + gold gain, items should be shared as well to kind of level things out. Otherwise the item prices would have to go up, or similar.
Bombs can be used to blow up the procedural crystal walls that sometimes block your path.
You learn new spells by encountering a Sage's Library and paying the sage to advance to the next spell tier.
Ah, okay. Thanks for the info. We ran across some crystal walls, but none of us had bombs yet. And we didn't come across a Sage's Library either, but we were only on the second-floor boss when we had to end the run.
Very much looking forward to the finished build of this map. Good work.
None.
This looks awesome, gonna play this next map night. Good work
None.