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Author Topic: Roguelike MMO  (Read 11824 times)

kokoszka

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Roguelike MMO
« on: February 10, 2012, 03:42:11 am »

Do you know any? Or maybe, are you interested in creating one? I would very much like to do that, even started a bit in python. Anyone to collaborate?
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Max White

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Re: Roguelike MMO
« Reply #1 on: February 10, 2012, 04:29:05 am »

Most often called a MUD, that is 'Multi-User Dungeon'
I only know this because of google. From here on, I can no longer help you.

kokoszka

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Re: Roguelike MMO
« Reply #2 on: February 10, 2012, 04:40:33 am »

No no, MUDs are usually text only, not ascii graphics.
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Max White

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Re: Roguelike MMO
« Reply #3 on: February 10, 2012, 04:42:20 am »

Really... hmm.

klingon13524

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Re: Roguelike MMO
« Reply #4 on: February 10, 2012, 05:23:18 am »

#PTF (That's hipster for posting to follow)
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G-Flex

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Re: Roguelike MMO
« Reply #5 on: February 10, 2012, 05:33:39 am »

I have absolutely no idea how a turn-based MMO would work. That would be a little mind-boggling and scary.

And a non-turnbased roguelike just doesn't make any sense to me, since time would be continuous while movement and action are incredibly discrete, which just... I have no idea how that would work.
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kokoszka

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Re: Roguelike MMO
« Reply #7 on: February 10, 2012, 08:18:02 am »

And a non-turnbased roguelike just doesn't make any sense to me, since time would be continuous while movement and action are incredibly discrete, which just... I have no idea how that would work.

Well to be honest, movement and action are incredibly discrete in any game. Just a matter of resolution. I don't see any reason why real-time roguelike wouldn't work. It would have to give a good piece of combat control to the ai and probably use of mouse would have to be implemented.

re up:
Thanks i'm just checking it out.
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G-Flex

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Re: Roguelike MMO
« Reply #8 on: February 10, 2012, 08:22:32 am »

Well to be honest, movement and action are incredibly discrete in any game. Just a matter of resolution.

So is time. The point is that the resolution is enough that it feels continuous. Being off by one <insert fundamental unit of time here> usually doesn't matter much in a real-time game, but the same can't be said for a roguelike.

Do you know any?

TomeNet


I could be wrong, but it seems like the only multiplayer this has is a 1-on-1 arena mode disconnected from the rest of the game. Am I wrong? And is it still turn-based?
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kokoszka

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Re: Roguelike MMO
« Reply #9 on: February 10, 2012, 08:26:46 am »

It is turn based, and has pvp mode, disconnected from other game modes.
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LordBucket

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Re: Roguelike MMO
« Reply #10 on: February 11, 2012, 01:21:51 am »

seems like the only multiplayer this has is a 1-on-1
arena mode disconnected from the rest of the game.

No, the non-pvp modes are multiplayer. Create a character in normal mode and you'll be able to go adventuring with others and so forth.

randomluser

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Re: Roguelike MMO
« Reply #11 on: February 11, 2012, 07:10:12 pm »

Closest I can think of would be Dungeon Crawl Stone Soup (or crawl) which I believe has multiplayer support.
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melkorp

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Re: Roguelike MMO
« Reply #12 on: February 11, 2012, 07:24:20 pm »

http://www.avalon-rpg.com/
Avalon is twenty years old.  Most players are female, or so the legend goes.  Not even a roguelike, it's a text adventure MMO, so it's even more hardcore. 
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G-Flex

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Re: Roguelike MMO
« Reply #13 on: February 12, 2012, 12:07:02 am »

Closest I can think of would be Dungeon Crawl Stone Soup (or crawl) which I believe has multiplayer support.

No, it does not.
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moocowmoo

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Re: Roguelike MMO
« Reply #14 on: February 12, 2012, 12:15:39 am »

Well if roguelikes are turn based, and the first M in MMO stands for "massively", I think it would be a bit of a problem. Either you make it real time so that it's not a roguelike, or somehow 1000+ players have to all move in "turns". An ASCII MMO might be interesting. Strip out all superfluity and load it up with deep mechanics and good writing.
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