NightOwl40 wrote:Hey there CD
I love the ideas for the "lite" version of Rogue Touch.......might help me as I still have not managed to survive long enough to get to the surface after finding that blasted amulet
Your new project sounds great, btw
Glarvole wrote:Sounds like an excellent plan! I will also be very happy with 1-3, but I would also like to see the lite version as well. I've yet to get the amulet, but that's mostly because I've been working on the story of Me.... A few more levels to type up, and I hope to get it done by tomorrow at the latest. ^_^
As for this new game you're making, sounds awesome! I'm in the process of making a game myself, but it's not going to the phone/pod right away.
Nighthawk wrote:Condolences on the loss of family. Glad to have you back on the forums!
1-3 and 5 (if easy to implement) sound good. I'll gladly forego my secret character, especially considering it was more like a scenario than just a character.
Rogue Touch: Lite sounds like a good idea.
Like the sound of the new project, but I have a confession: maybe it's just my fat (clubbed) fingers, but I have yet to find an action-type game that uses a D-Pad/Quasi-Analog Knob control that I didn't get totally frustrated with and give up. I think it's the lack of tactile feedback. If it's more of a "click to move/attack" type a la Diablo, that would work for me. Additionally, when it comes to Rogue-likes, I heavily prefer turn-based but will make exceptions where the live-action provides deeper gameplay (Persona series, where being stealthy is an asset).
Lastly, be careful with using certain parts of Diablo as a model, namely the randomly generated loot. Make sure that it generates useful items a greater percentage of the time.
I like your ideas for RTLite nad the Roguesmart store. The store should have some standard items and then some nice random items. BTW, in the store, would there be a chance of buying a cursed item that is in, let's say, the unidentified items bin? That would be interesting for risk takers to take a chance on buying a powerful or cursed item from the UIB. If you do this last idea, be sure to prompt the buyer, "The item could be normal, powerful, or CURSED! Are you sure?" or something like that and with the fine print of "Scroll of Identity not included.".
As far as the original RT, the one feature from the ones I've suggested in the RT request thread is the ability to choose between the male or female avatar. It would be nice to have more avatar choices like 4 male and 4 female but the 2 choices would do fine. Can hardly wait for the new surprises (items and/or monsters) you have in mind for the new RT version.
As for as "Project Unknown Title" (or PUT, for short) goes, I hope it is mostly turn based like RT instead of full action. I checked out Dungeon Hunter as mentioned above and find controlling the action to be difficult on such a small screen. The movement control just seems too hyper to me. But, I do really like how it brings in helper characters to fight along beside your character. It gets lonely traveling through a dungeon by yourself. Also, having different character classes like in Angband (or Moria) would be fun.
I need to get back to playing RT because it is fun. Thanks for the hard work you have done. And, I look forward to what comes next!
Thanks & Enjoy life!
JonathanCR wrote:I think it's a very good idea to make just the listed (minor) fixes to Rogue Touch, and save the new ideas for a new game. Rogue Touch isn't broken - it doesn't need fixing.
The Rogue Touch Lite idea is brilliant. In fact you should call it something else - perhaps Rogue Touch Prelude or something - to indicate that it's a little different from the usual "lite" offering. It's especially clever because while most "lite" games aim to get the player interested in the game and persuade them to buy the full thing, this one would also get the player interested in the character they have already built up and want to see what happens to him next. (Hope they don't get *too* attached to him though...)
As for the new game, I'm very pleased to hear that you're working on it, given the excellence of Rogue Touch itself. I'm sure that a roguelike game from you with new and original elements will be something special. It's not entirely clear from your description, though, whether you're thinking in terms of a roguelike game (i.e. turn-based, all "action" is imaginary) or something that plays more like Diablo (i.e. real-time, all action is fairly graphic). As people have indicated there are already games of the latter kind available on the iThing and there would be a lot of competition involved. (And personally I'm not a great fan of the "clickfest" style of RPG - you just can't get the complexity of objects and actions that you can in a roguelike game, because you don't have time to browse the menus or whatever to use/perform them in realtime - but that's probably beside the point.) However, there are no roguelikes that I know of available on the device, other than Rogue Touch and its rival Rogue, so there is a clearer field. I commented in a couple of other threads about how I enjoyed Moria back in the day, or the various 'bands, and I know I'd love to see an elaborate roguelike game of that ilk on the iThing. If it's an original game rather than a port of an existing one then so much the better.
It's good to hear that you're planning on giving it snazzier graphics. I love the smart graphics of Rogue Touch (I could never play these things with ASCII "graphics", that's just too hardcore for me) so I'm sure you will do a good job with these. One point though: to my mind, a *big* advantage of the simple and unanimated graphics of Rogue Touch, compared to many other games, is that they don't drain the battery. It is a really big plus to be able to play it for a long time on journeys without the device giving up the ghost. If the planned new game has more elaborate graphics and animations, will it drain the battery more? To some extent of course this isn't a problem, but I wouldn't like it to become like the real graphics-fest games where you have to recharge the device so much it's barely mobile at all!
CommanderData wrote:Regarding Graphics, performance- This is a very good and very valid issue! And it's something that I may lose a bit of sleep over. I want to balance the desire for a more beautiful game with more depth against the reality that battery life is not that great once you start with the "shiny"! Rogue Touch is pretty nice to your battery with it's lowly use of animation. If nothing is actively occurring on the screen, no re-draw takes place, unlike most games that feel the need to re-draw the screen 30 to 60 times per second. Something new in this game will be "idle animations", the type of thing you see in a lot of console and handheld games... like your character bouncing on his/her heels, waving a weapon around, etc. Same thing goes for monsters- foot tapping, wing flapping, and so on when sitting idle between movements and attacks.
Right now my test animations might have too many frames in them. Sure they look nice, but the memory usage and the amount of screen updates required could be ugly. I'm thinking something like 3 to 5 frames per second may be reasonable to the battery in comparison to other games.
swhatley wrote:CD, you might want to make idle animations a game option for those that want to reduce battery drain or for those folks where get tired of seeing the "unnecessary" (just picking a word out of the air) animations. Like, in Rogue Touch, I admit that I get tired of seeing the same graffiti messages repeating over and over when I am searching. A person may get bored with idle animations and wish to turn it off. Since, I mentioned my graffiti issue in RT, the finding of a coin or two in a crack gets old after awhile too. These extra messages many times make the important messages scroll off the screen too quick.
I don't want to sound like I'm griping but it would be nice to sometimes turn turn off the extra fluff so one could better concentrate on game play.
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