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#1 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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My latest dumb idea
Angband has got lots of stuff in it. Sometimes all that stuff seems to get in the way of the core elements (which, for me, are grinding under the constant risk of instadeath).
Imagine a variant with Less Stuff. - No more than 4 classes - No more than 50 types of non-unique monster - No more than 50 uniques - No more than 30 types of wearable equipment - No more than 10 ego types - No more than 30 artifacts - No more than 20 types of consumables - No more than 10 kinds of traps - No more than 10 kinds of vaults. I'd envisage that the game would take about as long to complete as modern Vanilla, with the end bosses being Sauron and Morgoth, and would have (say) 30 character levels and 50 dungeon levels. I see it as being hard, with key consumables (including means of detection, escape and healing) being limited, some resistance holes being very hard to plug given the limited equipment selection, some monsters being very hard to defeat in-depth, and the risk of instadeath always awaiting the incautious player. I also envisage the game being balanced for small screensize (say 30x25 or thereabouts) so you can play it with big juicy 32x32 tiles. This would mean smaller levels with smaller rooms. Finally I'd like to see the number of commands reduced to no more than 10. Does anyone think this is a non-stupid idea? Would anyone be interested in working on it? A.
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#2 |
Adept
Join Date: Aug 2008
Location: Sweden
Posts: 168
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I see it as an excellent idea!
As for working on it, my coding skills are non-existent... |
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#3 |
Knight
Join Date: May 2007
Location: US
Age: 45
Posts: 730
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Honestly it almost sounds lik moria, witch I like
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#4 |
Scout
Join Date: Jan 2008
Posts: 47
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Honestly, I'm not a fan of the idea. If anything, I always like more choices and variety, and combinatorial diversity. What you're proposing sounds to me like D&D 4e...
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#5 |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 44
Posts: 784
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I'm probably way off target (as usual), but this sounds like a bridge between Moria and Angband. A throwback -- a nod to the early days, but with cherry picked extras from Angband included. Like color! Moria with color, occasional vaults, better stocked stores, more than 2 uniques and a few artifacts, some vaults -- is an intriguing idea to me, at least.
Edit: lol, Malak beat me to the Moria reference.
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#6 |
Knight
Join Date: Apr 2007
Posts: 576
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It sounds terrific. I'm not entirely sold on the big tiles but in general I like your thinking. However, I think such a minimalist design would benefit from shorter game time than Vanilla and razor-sharp balance design.
IMO, instead of 4 classes, having 6 or so spell realms would be better, with each player choosing 2 realms at the start. As far as working on it... well, I'd playtest it ![]() And I enjoy theorycrafting, I'm not sure whether that counts as "working." "10 egos" --- you mean total, or per equipment slot? 10 total means 1 or 2 per slot, which seems pretty bland. I'm guessing actually you meant for weapons, with smaller numbers for other slots. I always thought a cool idea for a 4-class system would be the following: 6 or so spell realms, 4 classes. Warrior: weapon fighter. Warrior-mage: second-tier weapon fighter with one magic realm. Mage: Caster with 2 magic realms. High-Mage: expert caster in 1 realm. Also I always thought it would be cool if instead of having lots of different kinds of each monster, it was dialed back to basic monster types. "Lich". "Hydra". "Troll". "Beholder". "Nazgul". etc etc. 50 monsters isn't much. Omissions of the top of my head are all forms of insects and jellies. Also drolems and golems. And snakes. And Mind Flayers. Code:
Dragon Behemoth Titan Lich Vampire Nazgul Cyclops Shambling Mound Xorn Gryphon Nightmare Mummy Giant Rat Kobold Goblin Salamander Umber Hulk Invisible Stalker Barrow Wight Hobgoblin Orc Unicorn Ent Winged Horror Angel Balrog Gelugon Bile Demon Hezrou Lemure Giant Troll Beholder Quylthulg Djinn Yeek Zombie Animated Skeleton Mimic Sorceror Mystic Death Knight Enchantress Ghoul Wyvern Hydra Catoblepas Hellhound Wolf Tiger Code:
Potions: Healing (small heal) Extra Healing (big heal) Curing (small heal + status issues) Life (full heal + status issues) Rejuvenation (big heal + big mana heal) Energy (full mana heal) Berserk Strength (small heal + berserk) Resistance (temporary resistance) Restoration (restore all stats) Detonations (hand grenade) Scrolls: Phase Door (short teleport) Teleportation (long teleport) Enchant Weapon (both hit and dam) Enchant Armor Genocide Identify Detect Treasure (money + items) Magic Mapping Remove Curse Ammunition (creates ammo for whatever launcher you're equipping) Code:
Traps: Pit Poison arrow trap Teleport trap Trap door Explosive rune Giant Pendulum Blade trap Giant Circular Saw trap Summon monster trap Alarm (haste monsters in LOS + aggravate) Tiger cage trap (Tiger cage drops from ceiling, breaks on your head, tiger lands next to you) Last edited by Djabanete; December 17, 2011 at 22:52. |
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#7 |
Knight
Join Date: May 2007
Location: US
Age: 45
Posts: 730
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I've always liked the idea of removing "hordes" of monsters and monster pits and replacing that with smaller but stronger escorts.
My vote for classes would be a simpler version: Fighter, Mage, priest, assassin, swordmage, champion The swordmage being the multiclass fighter Mage, and the champion being the fighter/priest |
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#8 |
Adept
Join Date: Nov 2011
Location: Roaming in Terry Pratchett's Discworld
Posts: 178
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about the original idea: great one!
![]() +1 to Djabanete's suggestions on shorter game time and basic monster names, although perhaps at most two or three subclasses sounds fine (e.g. cold/fire/lightning breathing dragons) ![]() proposed classes: warrior, mage, rogue, priest (more or less like the first diablo) my programming skills are not that much, but I'd love to playtest it ![]() |
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#9 | |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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Quote:
A.
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#10 |
Knight
Join Date: Jan 2008
Posts: 926
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Dislike. But I'm a ToME 2 fan so it follows logically. :P
Specifically though, I like: - ASCII graphics - Lots of monsters - Lots of classes - Lots Of Stuff in general - Games that are never a repeat of the last one OTOH, in your idea I like: - Shallower dungeon. 100 levels of one mostly unthemed dungeon is a tad excessive IMO. - Pruning of "generalist" classes, e.g. Paladin. But this is because I'd prefer lots of unique classes with their own twists. As for difficulty, it's a mixed bag. I don't like boredom, but I honestly don't like Angband's instadeath either, as restarting again and again gets boring quickly. (But having Lots Of Stuff makes restarting less of a bore as well.) IMO though one of the key things is to give the player occasional, random rewards, but not make them too frequent - this is part of the reason gambling is addictive, and it applies to Angband too. ![]() |
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