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Alpha Access LAUNCHED! Buy Now! (Trailer)

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 1 
 on: March 21, 2017, 03:59:42 AM 
Started by Xaron - Last post by Xaron
Haha, thanks for that tweet! I will do some prototyping now. Might take some time, I do this part time as all of my other games before. Unfortunately live is quite expensive here in Germany. ;)

 2 
 on: March 21, 2017, 03:28:08 AM 
Started by Xaron - Last post by Kyzrati
Yeah I think you could get away with either real-time or turn-based in terms of style. Which route to take would depend highly on the feeling you want to create--tension mostly through mechanics as with traditional roguelikes, or through twitch play and real-time limitations? The latter is generally more popular/mainstream, if you're mostly thinking of how many people you can get to play and enjoy it.

Definitely not a stupid question, though! I agree with others that this seems more like a mechanic you'd see in real-time games, but that doesn't mean you can't do it turn-based, it'll just require different design considerations. Again, try to do some prototyping with the core mechanic and see what works and what doesn't. That shouldn't take too long and will save you headaches down the road. You could even try both turn-based and real-time versions if you're not sure.

Additionally I think about to not only rely on this sonar. There could be rooms where you really can see your environment like in "normal" games too. So you could "overlay" the real world with that sonar image in terms you need it.
That's a good idea, as one way to mix it up. Hopefully you'll have some good logical reason for doing so, both in terms of theme and mechanics. Is the game just as fun in these visible areas? What kind of trade-offs do they offer? Increased exposure for extra benefits? Maybe that's where the batteries usually are? :)

(By the way, I showed your concept on Twitter and they like it :D)

 3 
 on: March 20, 2017, 04:14:22 AM 
Started by Xaron - Last post by Xaron
Thanks so much for your answer. :)

Quote
I see you currently have it set to allow facing in any direction--is this going to be a truly turn-based grid-based game?

That's a tough point and good question. Definitely grid based, I know it looks not like that atm, but actually every cell is made up of 8x8 sub cells just to let the sonar look better. About facing in any direction I think it's better than just having it with kind of a spot light. That would work better for real time environments I guess. About turn-based... Hmm. I'm still not 100 % sure. I mean this could work for as well turn-based and real time. I've read your blog post about animations in RLs and I think such a sonar ping would fit into that as well. So a ping would be kind of instant like your shoot animations even though it takes some "time".

Quote
I imagine enemies will also be out there pinging as well, and you would see their location via that method?

Yes. And that would be one way of detecting your enemies before they can "see" you. Plus you will obviously generate noise while walking which would make the nearest environment visible on your sonar as well without pinging!

Currently my biggest headaches is still the decision between roguelike (turn-based) and roguelite (real time). I know that's something you cannot decide for me but do you think out of your experience this could work turn-based and could be fun? Might be a stupid question, I know... I just ask because I often hear that this would quite nicely fit into the real time world but NOT into the turn based one...

Additionally I think about to not only rely on this sonar. There could be rooms where you really can see your environment like in "normal" games too. So you could "overlay" the real world with that sonar image in terms you need it.

 4 
 on: March 18, 2017, 08:38:39 PM 
Started by Xaron - Last post by Kyzrati
Very cool aesthetic choices already!

I think this idea would work really well, balancing the need for information with the desire to remain undetected.

There are likely to going to be a number of design issues you'll need to work through for it to be fun, so next try inserting the main/common challenges the player will face and see how that actually plays. Just a week of work should be able to tell you a lot in that regard! Like what kind of difference there needs to be between the range of your sonar and the distance at which enemies can become aware of you with and without you actively pinging them is going to be really important here, and determine how tense the game is overall. Higher tension and close encounters is probably what you're going for, being a stealth roguelike! I imagine enemies will also be out there pinging as well, and you would see their location via that method? Probably one of the more important considerations is how the player determines who does and doesn't actually know their location, something you probably want to reflect in the UI somehow.

I see you currently have it set to allow facing in any direction--is this going to be a truly turn-based grid-based game?

Having a hunger clock is a good way to push players forward, and batteries sounds like a reasonable solution here. Then on the dev side you'll have some careful balancing to do between the rate of drainage and how realistically the player can restore their energy.

 5 
 on: March 18, 2017, 03:36:53 AM 
Started by DDarkray - Last post by Kyzrati
Nah, as long as you're reporting an issue, this is good spam :D

Notice Widmo (a dev so he's more familiar with this kind of thing), posting like ten different threads in the same day for last alpha, hehe.

(It also helps greatly because then each title will itself be descriptive of the contents, which helps when people are searching for a certain bug thread. Rather than just "some bugs.")

 6 
 on: March 17, 2017, 08:58:44 PM 
Started by DDarkray - Last post by DDarkray
(In the future, could you please separate multiple unrelated reports into their own threads? Typos can certainly all go together in a single post, but I can't file these others separately since they're all in the same post!)

Sorry about that! I was afraid of acting too spammy if I do that. But next time, I'll keep this in mind.  :)

 7 
 on: March 17, 2017, 08:15:12 PM 
Started by DDarkray - Last post by Kyzrati
1) In the in-game manual, under Utilities topic, under Storage heading, there's a typo for "detacthing".
Spoiler (click to show/hide)
Oops, fixed :)

2) For all the signal interpreter's effects, there's no period at the end of the last sentence.
Quote
[...] subsequent ones will be identified on sight even without an interpreter(PERIOD)
Thanks!

3) Hunter's Scan Cloaking ability states:
Quote
This robot is hidden from sensor array detection without a signal interpreter of at least this level.
Where is "this level"?
This has been reported and fixed for Alpha 15--notice there is an empty space where the value should be in the stats column (the context help text itself is actually correct).

4) VERYYYY long sound effect when accessing multiple commands in a terminal very rapidly (e.g. go to Data Miner, access a machine with lots of commands, and then use the keyboard to access everything rapidly)
This has been known since the first release (I'm don't seem to see a report for it here, though we've discussed it several times), but I haven't yet found a good way to fix it given the game's architecture. It's an extremely difficult problem, so I've left it for now.

It goes away as soon as you leave the window and get some other text typing sfx to start and stop elsewhere, which happens pretty quickly.

5) If you collect derelict logs that show sections of the main complex map, and you see unknown exits, pressing 4 only shows known exits but not unknown exits.
Spoiler (click to show/hide)
Good catch. I felt like something like that had happened before, but wasn't sure of it. Will fix. (Haven't confirmed, but I assume this is the case :P)

6) If you do analysis() command, the rating of a robot does not match its actual rating. (e.g. Analysis says R-10 Processor's rating is 5 when its actual rating, based on R-10's data window, is 11.)
Right, the "rating" shown by Analysis() is the actual general rating of the robot itself, as per the central system used to deploy them. The one shown in the robot information, on the other hand, is the calculated rating based on all of their actual components (so it can even change over time if they lose parts--it's done in real time).

Technically they shouldn't really use the same term, because they refer to different things. In most cases players don't even know the variant rating; I wonder if that even appears anywhere else? (Originally the variant rating was what was used in the robot item info, too, but I later changed it to a dynamic rating with a wider range so it was more interesting/meaningful. I forgot that the true rating was still reflected elsewhere.) I'll probably just change the term used by the Analysis() output to be something other than "rating," though honestly it's the best word in both cases...

(In the future, could you please separate multiple unrelated reports into their own threads? Typos can certainly all go together in a single post, but I can't file these others separately since they're all in the same post!)

 8 
 on: March 17, 2017, 07:50:20 PM 
Started by DDarkray - Last post by DDarkray
1) In the in-game manual, under Utilities topic, under Storage heading, there's a typo for "detacthing".
Spoiler (click to show/hide)

2) For all the signal interpreter's effects, there's no period at the end of the last sentence.
Quote
[...] subsequent ones will be identified on sight even without an interpreter(PERIOD)

3) Hunter's Scan Cloaking ability states:
Quote
This robot is hidden from sensor array detection without a signal interpreter of at least this level.
Where is "this level"?

4) VERYYYY long sound effect when accessing multiple commands in a terminal very rapidly (e.g. go to Data Miner, access a machine with lots of commands, and then use the keyboard to access everything rapidly)

5) If you collect derelict logs that show sections of the main complex map, and you see unknown exits, pressing 4 only shows known exits but not unknown exits.
Spoiler (click to show/hide)

6) If you do analysis() command, the rating of a robot does not match its actual rating. (e.g. Analysis says R-10 Processor's rating is 5 when its actual rating, based on R-10's data window, is 11.)

 9 
 on: March 17, 2017, 06:28:55 AM 
Started by lsend - Last post by lsend
Once that case is implemented, allowing it to optionally extend to other hostiles should be fairly easy.

Good to know, thank you. I usually move with mouse during peace time and switch to keyboard when encounter enemy. It works rather smooth for my typical playstyle (stealth speed running) and I think it could be even smoother if I could stick to mouse movement more often. I just do not see the need to correct my movement route every single turn.

 10 
 on: March 17, 2017, 05:25:32 AM 
Started by Xaron - Last post by Xaron
Dear all,

I'm currently doing my very first rogue like (did other turn based games before) and would love to get some feedback and ideas.

So the basic idea of my game is that you stranded somehow somewhere (story is not set yet) in kind of a dungeon/cave. You have no lights, the only thing you have is a sonar. You will "see" the world around you using this sonar and can create pings to see more around you. But those pings generate noise (obviously) which can be heard by other creatures/robots (personally I prefer a sci-fi setup).

So give you an idea, I've put together a tiny prototype here: http://www.sonobots.com/game/html5

Basically all you can do there for now is pinging. The "world" is filled with random squares just to have something and test all the sonar occlusion stuff.

So my question is: Could this be fun, is this something you'd consider to play (will probably a free game anyway)? What stealth ideas do you have, what could be added?

I already have an idea for that hunger stuff. You see a battery symbol at the top left which would force you to find battery packs or places where you can recharge your batteries...

Would love to get some feedback on this, thanks! :)

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