Game Design Experiments

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modified: 2013/08/2

roguelike framework

rlfw1.jpgrlfw2.jpg

A “framework”, because I wanted to be experimenting with a variety of things

  • easy ways to control teams in a roguelike fashion. Here you can control groups much like in an RTS, with the difference that the group orders get executed in lock step with the manual movement of your main player character. Functionality for group formations and such.
  • more interesting random levels: for some reason most roguelikes put enormous effort into items and actions, yet no effort into making worlds a bit more memorable. Here I employ limited amounts of symmetry and repetition to give the impression of more man-made structures. Open grass areas combine with dungeons, watery areas and bridges.
  • Making a grid based world look less grid like, by putting all cells on a spring-damper system to allow them to bend out of shape a little, and move verts to give a more organic impression (idea stolen from Dungeon Keeper).

I put the prototype here (win32), read the readme on how to control it, note it is NOT a game, is very unfinished, and has bugs.


sphere racer

sr1.jpgsr2.jpg

Racing games always have this problem that planning your speed through a curve is difficult because you can't see where you are going.. which is why they are only fully fun once you have learned the track layout. Minimaps are useless because trying to race while looking at it is not giving you enough precision. Here I was attempting to solve that by laying out the track on the inside of a sphere, which has the effect as if you are driving thru an endless valley towards a hill, so you can easily see where the road ahead is going. Unlike a real hill, the effect never ends, allowing you to effectively plan corners you have never taken before.

The prototype comes with a track editor/loading/saving, and some driving physics.


procedural rts

cprts1.jpgcprts2.jpg

The beginnings of an RTS, aimed at “procedural gameplay” (allowing players to design their own units on the fly with different statistics), unit flocking etc.


non-grid roguelike shooter

ngrl1.jpgngrl2.jpg

Here the idea is to combine a top down shooter (in a FPS sense, i.e. WASD + mouse, not geometry wars style) with roguelike mechanics (the game pauses the moment you stop moving/shooting, allowing you to take your time to figure out optimal tactics to defeat enemies, select powerups, place helpers in the world, etc.)


sample RL

srl.jpg

Another roguelike, this time with emphasis on keeping things utterly simple to implement, as it meant to be a basis for an intro to game programming. Unlike the above RLs, actually has a good variety to enemies, items, and game balance that make it fun to play.