So my solution to this was some small percent of the time there's a critical hit (x2 damage) and some small percent of the time there's a miss (0 damage). I cant really call the difference between 5,6 and 7 damage 'random'. I find that random damage is just sort of noise when I play games and just makes it difficult to judge tactics while not really adding that much unpredictability. I've continued with a fairly deterministic damage model though with the addition of random critical hits and misses thrown in a very small percent of the time. In this way I'm trying to have the classes be most differentiated at the start of the game but then the way in which you develop your character is dependent on what you find later in the dungeon. There are some inherent statistical differences between the classes but most of it is defined by their starting equipment and their starting book. ![]() Later in the dungeon you will find the books of other classes allowing you to multiclass to some extent if you choose. So to try to overcome this I've borrowed some ideas from DCSS and given each class a starting book from which they learn their class specific abilities. With random loot, its possible that many of the items that you find may be useless if your abilities are really solidly defined by your class. With rogue-likes, classes are kind of a tricky problem in my opinion. There are 6 classes which I've tried to differentiate as much as possible. I think that just random placement of rooms, corridors and monsters is not enough to really make each run feel different so this is my attempted solution to that problem. ![]() The idea here is to give the player different combinations of themed zones with each playthrough. ![]() For each playthrough the first few dungeon levels are always the same basic zone but then in later levels 3 of these themed zones are chosen randomly. The game contains a total of 7 different themed zones each with its own unique monsters, traps, environmental hazards and level generators. I'm pretty heavily inspired by Dungeon Crawl Stone Soup and I consider this an attempt to capture the spirit of that game for times when I don't have 8+ hours to do a full DCSS run.įeatures, design decisions and some rambling: The main objective for this project was to create a game that is playable in a single hour while containing enough content and variety to make repeated playthroughs novel and enjoyable. Its getting pretty close to completion and I'm looking for some feedback from fellow developers. This is my third iteration on a browser based rogue-like.
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