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Author Topic: To Become Divine - an RPG about becoming a god  (Read 4010 times)

Addemup

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To Become Divine - an RPG about becoming a god
« on: January 22, 2017, 03:00:58 pm »

Under major revision.
« Last Edit: February 28, 2017, 07:34:40 pm by Addemup »
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Aklyon

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Re: To Become Divine - a roguelike about becoming a god
« Reply #1 on: January 22, 2017, 08:40:21 pm »

Why 5000?
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Folly

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Re: To Become Divine - a roguelike about becoming a god
« Reply #2 on: January 22, 2017, 10:11:09 pm »

Quickie-forums with no posts, just a link to a zip file. No screenshots, minimal details...smells like virus clickbait to me.
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Girlinhat

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Re: To Become Divine - a roguelike about becoming a god
« Reply #3 on: January 23, 2017, 02:39:15 am »

Quickie-forums with no posts, just a link to a zip file. No screenshots, minimal details...smells like virus clickbait to me.
Nah, just a shitty game.  It's literally just like the python tutorial to roguelike done 1/3 of the way through.  You can move, damage technically works, creatures successfully die and leave corpses.  That's about it.

Neonivek

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Re: To Become Divine - a roguelike about becoming a god
« Reply #4 on: January 23, 2017, 03:53:22 am »

As well... and I know it is silly for me to criticize it based on this.

It is kind of pointless to be on the path of godhood when... it is just flicking a switch.

This isn't about growing in divinity or experimenting with your newfound godhood.
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ventuswings

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Re: To Become Divine - a roguelike about becoming a god
« Reply #5 on: January 23, 2017, 02:23:01 pm »

It's not promising when I cannot see how the game's main point (Ascension) will have any effect on actual game mechanics in its sales-pitch. Would anything change if the game was advertised as generic dungeon crawler instead?
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AlStar

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Re: To Become Divine - a roguelike about becoming a god
« Reply #6 on: January 23, 2017, 02:31:22 pm »

It's not promising when I cannot see how the game's main point (Ascension) will have any effect on actual game mechanics in its sales-pitch. Would anything change if the game was advertised as generic dungeon crawler instead?
That's definitely a problem, as are HUGE numbers, apparently for the sake of being HUGE.

"You know those other, wimpier rogue-like games? The ones that have you going down 20-odd floors to retrieve the whatsits-of-power? Well, OUR dungeon has 5,000 levels! That means it's 250x better!"

Quote from: Neonivek
This isn't about growing in divinity or experimenting with your newfound godhood.
That could actually make for an interesting game concept - start as a minor godling of death/love/nature/whatever and slowly get new powers and abilities related to the theme, eventually becoming a full-on god.... Sadly, that does not sound like this project - at least, in its current incarnation.

Addemup

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Re: To Become Divine - a roguelike about becoming a god
« Reply #7 on: January 23, 2017, 05:06:11 pm »

That could actually make for an interesting game concept - start as a minor godling of death/love/nature/whatever and slowly get new powers and abilities related to the theme, eventually becoming a full-on god.... Sadly, that does not sound like this project - at least, in its current incarnation.

Well, I could implement that into the current game, if you want.
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Reelya

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Re: To Become Divine - a roguelike about becoming a god
« Reply #8 on: January 23, 2017, 06:12:00 pm »

5000 is a silly goal. You need to work out variables for how long the game should be before starting work:

- work out expected time that each level would take to complete
- work out how long a player should take to complete the game
- work out how many hours a night is reasonable to play.

e.g. if a level = 5 minutes, with 5000 levels, playing 2 hours a night, that would take 200 nights of playing. To put that in perspective, someone who started One Piece, a 700+ episode anime series that's still airing would be caught up with the new episodes before you finished playing your one game - assuming you don't die and have to start again.

So that's how you work out how much content is needed. Then you look at this X number of hours you need to fill with content, and work out a schedule, along with key levels / bosses / events and goals. Also get into a system where every version of your game is a completable version.
A game where there's 50 random levels and a boss at the end, with a "cutscene" but nothing but increasingly strong goblins for the first 49 levels is still a finished game that people will try and beat. Start with the end point, work backwards. Showing people some starter levels with no content will only turn them off.
« Last Edit: January 23, 2017, 06:25:58 pm by Reelya »
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Neonivek

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Re: To Become Divine - a roguelike about becoming a god
« Reply #9 on: January 23, 2017, 07:49:29 pm »

To admit it could be like that Devil May Cry mode where you had 666 floors... but you could skip like... 50 at a time.
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Reelya

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Re: To Become Divine - a roguelike about becoming a god
« Reply #10 on: January 23, 2017, 08:17:06 pm »

I think a God Game more like how ADOM is structured would be fun. In that one you have to get a bunch of pre-requisites to get into the final chaos gate, for part of it you have to be Lawful, for others you need to be Chaotic. So it involves journeying around, working out how to change yourself into the different things required. Eventually you can kill and replace the Elder Chaos God if you play things right.

really, the ultimate tile-based game about becoming something godlike was made years ago:
https://en.wikipedia.org/wiki/Ultima_IV:_Quest_of_the_Avatar
Quote
The object of the game is to focus on the main character's development in virtuous life—possible because the land is at peace—and become a spiritual leader and an example to the people of the world of Britannia. The game follows the protagonist's struggle to understand and exercise the Eight Virtues.[4] After proving his or her understanding in each of the virtues, locating several artifacts and finally descending into the dungeon called the Stygian Abyss to gain access to the Codex of Ultimate Wisdom, the protagonist becomes an Avatar.

Conversely, actions in the game could remove a character's gained virtues, distancing them from the construction of truth, love, courage and the greater axiom of infinity—all required to complete the game. Though Avatarhood is not exclusive to one chosen person, the hero remains the only known Avatar throughout the later games, and as time passes he is increasingly regarded as a myth.
« Last Edit: January 23, 2017, 08:29:27 pm by Reelya »
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Cthulhu

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Re: To Become Divine - a roguelike about becoming a god
« Reply #11 on: January 25, 2017, 02:44:46 am »

That could actually make for an interesting game concept - start as a minor godling of death/love/nature/whatever and slowly get new powers and abilities related to the theme, eventually becoming a full-on god.... Sadly, that does not sound like this project - at least, in its current incarnation.

Well, I could implement that into the current game, if you want.

It's, uh, it's your game, man. If you're designing features at-request, I'm not sure you've thought very far into your design philosophy or what you'd like the final product to look like.

This has always been my reddest flag for when someone's making a game.
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Reelya

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Re: To Become Divine - a roguelike about becoming a god
« Reply #12 on: January 25, 2017, 03:46:34 am »

And it wasn't even reasonable: "How about change the entire concept of your game from the ground up, i.e. redesign it to be a completely different game" => "Sure, I'll have that feature implemented if you want".

Changing everything isn't something you "implement" as a favor to one player, "if you want".
« Last Edit: January 25, 2017, 03:48:19 am by Reelya »
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Retropunch

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Re: To Become Divine - a roguelike about becoming a god
« Reply #13 on: January 27, 2017, 07:55:38 pm »

Releasing a pretty much unaltered (other than the text) version of the libtcod RL tutorial is kinda lame - the fact that you've not even attempted to iterate on it doesn't look good. It's kinda just wasting people's time at this point which is why you've unfortunately managed to get the 'negative B12 response' instead of the supportive one

That being said, it's an interesting enough idea (bar 5000 levels. seriously, who's ever going to devote that much time to it...) and I can imagine interesting ways it could be realised, so I do wish you luck with it. 
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Reelya

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Re: To Become Divine - a roguelike about becoming a god
« Reply #14 on: January 27, 2017, 08:06:26 pm »

Personally I think an ADOM / Ultima IV type thing would be better.

There's an overworld with different areas, temples, nations and character doing their own thing etc. To become a God, you need to become an Exemplar of the virtues of that sphere of Godhood. So basically rather than doing the same thing over and over, you have to hit specific achievements (e.g. max out a virtue/vice) then do a special quest, that cements you as an Exemplar of that trait. Once you become an Exemplar of that trait however, that locks off certain actions, e.g. an exemplar of War cannot surrender in battle or some such. This would create interesting choices, because you have to carefully plan what actions and in what order you develop the traits to become a God of a specific thing. This would also add replay value, where you could try out very different strategies. Basically you'd have to collect these traits, then once you have the required Exemplar levels, you do another set of quests to become a demi-god of a specific sphere.

But also, it's not suitable to call this a roguelike it would be better as a full-blown RPG.
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