Feature Requests for Rogue Touch

Discussion about Rogue Touch for the iPhone and iPod Touch
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NightOwl40
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Re: Feature Requests for Rogue Touch

Post by NightOwl40 »

How about some way to sort items???
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CommanderData
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Re: Feature Requests for Rogue Touch

Post by CommanderData »

Everyone, I know I haven't participated much in the features thread here this past week, and I apologize!

Version 1.5 is in Apple's hands now. Some things that have been discussed here have already made it into the update in one form or another. But the main thrust of 1.5 was to create a more stable and playable game, so don't expect the feature bonanza of the 1.3/1.4 combo update! :lol:

I'll put up an announcement later this morning about 1.5 so we can discuss things properly, and then address as many of the feature ideas as I can make time for here today! Thanks!
kennfusion
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Re: Feature Requests for Rogue Touch

Post by kennfusion »

I know there were comments on the touch arcade forum about higher item drop rates in the game as a possibility. What you might consider is a risk vs reward system with that too, and I just happen to have an idea for this:

Once you have killed all of the monsters on a level that the level loaded with, any new monster that loads on that level has a chance to have an item that it will drop if it is killed. The first monster that loads would have a low chance to drop, each additional monster would have a higher chance to drop an item, over time the monsters get harder, and although the monsters can have higher drop rates, they cannot drop food.

So in summary, the more time you spend on a level, the higher chance you have of finding items from monsters, but those monsters have a higher chance of eating you and you have no chance of adding anything for you to eat to your inventory.
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

kennfusion wrote:I know there were comments on the touch arcade forum about higher item drop rates in the game as a possibility. What you might consider is a risk vs reward system with that too, and I just happen to have an idea for this:

Once you have killed all of the monsters on a level that the level loaded with, any new monster that loads on that level has a chance to have an item that it will drop if it is killed. The first monster that loads would have a low chance to drop, each additional monster would have a higher chance to drop an item, over time the monsters get harder, and although the monsters can have higher drop rates, they cannot drop food.

So in summary, the more time you spend on a level, the higher chance you have of finding items from monsters, but those monsters have a higher chance of eating you and you have no chance of adding anything for you to eat to your inventory.
I could see something to the effect "Out of Depth" baddies having at least a higher chance of drops but I'd hate to see something to really encourage camping, or even make it beneficial for your to stay on the same level for bigger rewards as opposed to simply moving deeper. While new baddies are always being generated, it has always been my belief that at least in most of the old school roguelikes, that once you've cleared out all of the initially placed baddies, there is very minimal monster generation and the very point of a few out of level guys being generated is really to spurn you off the level more than simply rewarding you for camping out (even though it might be nice to have some reward for "gaming the system" a bit).
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jhawk
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Re: Feature Requests for Rogue Touch

Post by jhawk »

The deeper the level the better the drop
Simple

The drop chance went from to high to to low, and I think it's been adjusted, I think maybe a 5% would be a good start to drop a tasty, and keep in mind not all magic items are good or useful.
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

jhawk wrote:The deeper the level the better the drop
Simple

The drop chance went from to high to to low, and I think it's been adjusted, I think maybe a 5% would be a good start to drop a tasty, and keep in mind not all magic items are good or useful.
Enh, but the biggies, like dragons, already do almost always drop stuff.
kennfusion
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Re: Feature Requests for Rogue Touch

Post by kennfusion »

jhawk wrote:The deeper the level the better the drop
Simple

The drop chance went from to high to to low, and I think it's been adjusted, I think maybe a 5% would be a good start to drop a tasty, and keep in mind not all magic items are good or useful.

the problem with this is that "better" is just simple subjective. To someone who has got to the mid teens with 10 Str and needs a potion of restore strength, that would be better than a "special feeling" wand of magic missiles (sorry, hate "special" wands of stupid things...heh).
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LordGek
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Re: Feature Requests for Rogue Touch

Post by LordGek »

kennfusion wrote:
jhawk wrote:The deeper the level the better the drop
Simple

The drop chance went from to high to to low, and I think it's been adjusted, I think maybe a 5% would be a good start to drop a tasty, and keep in mind not all magic items are good or useful.

the problem with this is that "better" is just simple subjective. To someone who has got to the mid teens with 10 Str and needs a potion of restore strength, that would be better than a "special feeling" wand of magic missiles (sorry, hate "special" wands of stupid things...heh).
Also one of the cool deals in Rogue and the like is that anything could drop at any point, none of the typical RPG nonsense where in the early levels you'll only find daggers and leather armor.
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elswitzer
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Re: Feature Requests for Rogue Touch

Post by elswitzer »

Sorry if this has already been brought up, but there is no way im digging through 19 pages.

I understand you are trying to bring an original version of the Rogue game or whatever to the table, but this game bothers me because it is so close to a version I played in the past, but is missing many of the elements that I liked the most about it.

I think the game I played before was called "moria" or something, and I remember it being a little deeper than RT. You could pick a race, and you started out at "ground" level which had shops you could buy and sell things at. You could move up/down levels of the dungeon at will, and the goal was to defeat a balrog dude like 50 floors down or something(something i never cam close to).

Anyways, I really do like RT, I was just wondering if anything like the features I have described are in the works for a near or far update?

Thanks, and keep up the great work.
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jhawk
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Re: Feature Requests for Rogue Touch

Post by jhawk »

Rogue was first, and I bit before my time
But both moria and angband are pretty much the same with hundreds of variations

The bugs and such are being worked up and hopefully 1.5 will fix most if them, there are plans for a big 2.0, with all sorts of ideas like shops being suggested, I've thought about different races also but I don't know if it's actually been types out.

Once again this is an iphone/iPod game and has restrictions full computers do not, I hope for more but it's already more then worth it
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