brash
New Member
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Post by brash on Jun 21, 2011 21:05:27 GMT
Not massively, not extensive, and not to completely change how the game plays, but purely for the sake of a few friends finding out who can survive the longest, it's worth mentioning. I'm surprised no-one else brought this idea up on here.
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doomer
New Member
Like in RS: be always ready >:D
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Post by doomer on Jun 22, 2011 21:33:26 GMT
tell me, did you ever saw an multiplayer roguelike? if yes tell me which rougelike support multiplayer (local,lan,online etc.)
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brash
New Member
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Post by brash on Jun 23, 2011 15:34:44 GMT
Nothing wrong with being the first.
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brash
New Member
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Post by brash on Jun 23, 2011 16:21:23 GMT
And broadly speaking, aren't most MMO's just glorified rouguelike games with more stuff?
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Post by tons0phun on Jun 27, 2011 17:02:00 GMT
I'm hoping that RoguedJack will consider multiplayer if he jumps Rogued Survivor over to java. I hope he dreams as big as 100 players, but settles for 4 at minimum.
Though for Rogue Survivor, I think 8 would be the number to hit.
Could have 4 on 4 gang fights between bikers and gangsters. 4 Zombie masters chasing 4 survivors. Eight independent survivors, free to team up, or double-cross one another as they please.
With 8 people, you could actually make a functional stronghold!
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Post by rorikdude12 on Jun 28, 2011 17:58:30 GMT
It would be quite good, but who would host servers and such? I would rather he add more features and make it open-source.
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jacos
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Post by jacos on Jul 14, 2011 18:56:51 GMT
Roguelikes are turnbased, yet each turn impacts much, or sometimes very little, and many turns are needed to drive the game forward. Some sequences of turns are very quick, like moving, while some are longer, like managing something, or observing what is happening. Different players go at different paces. Therefore, multiplayer roguelikes do not work.
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Post by tons0phun on Jul 18, 2011 18:39:07 GMT
I disagree. I think adding an element of real-time dependency would greatly add to the game, particularly the element of panic and chaos. Think of how many times your safehouse has been broken into by a zombie master...and think of how many zombie masters you've given the slip, because you are given the benefit of taking as much time as you want to plan out each step you take to juke, dodge, and evade them.
Now imagine how it'd feel if you only had 1 second to plan out each step...it adds a sort of desperation to any situation you find yourself in, and removes the element of meta-gaming/strategizing. Suddenly, having your safehouse broken into goes from being a nuisance and inconvenience, to being a life-threatening situation, as it ought to be.
Turn-Based gameplay allows you to devise a plan, at any point, for any situation, at all times.
Continual Turn-Based gameplay rewards planning in advance, and emphasizes the element of chaos in that sometimes you can't plan your way through everything.
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Post by ibazly on Jul 25, 2011 20:21:54 GMT
Plus, real time is deifnitely NOT needed to make the game multiplayer. There arep lenty of turn-based multiplayer games. It would slow down gameplay significantly, as you would have to wait for the other player to make their decision before gameplay would move forward. It is possible though.
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Post by stolas on Jan 15, 2012 13:24:06 GMT
I had a similar issue trying to do the same to Nethack, in theory, I could make it work by enabling the Speed rating as a measure of how fast you can move at most, then letting every second or two be a turn passing. The problem comes with sleeping or waiting, but if players can endure then it should be possible using a pseudo real time system like that.
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Post by stolas on Jan 15, 2012 13:26:54 GMT
Unfortunately, I am not a programmer. But yes, if you can make the game progress by one turn every second, then allowing the speed rating to measure max actions per turn the way it presently does, then it should work. If people could get used to moving one space per second at least or LESS as a zombay.
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