7DRL 2014 – Yet another Time Travel game

I am again going to attempt the time travel roguelike project that I did with the Reset Button.  However this time I will write it in Unity.  Gameplay will be like a bullet hell/shooter (small collision box), but it will be a fusion of turn based and real time; enemies will only move simultaneously when you move.  To make when you shoot and using the time travel mechanic more important, enemies will only be vulnerable at particular moments in time.  Here are my two big goals for this project:

-Getting the time travel mechanic working.  Maybe I bit off too much by doing a real-time version.
-Instead of procedurally generating terrain, I will be focused on generating challenging enemies procedurally.  What should make this procedural generation interesting is generating how enemies move through time and making dependency chains.

Anyways, I will start on this in about 2 days.  Wish me luck.  Also, how do I register this in procedural death jam?

The Reset Button: Try Again Announcement

While my previous 7drl was a successful experimental prototype, I feel motivated to try again.  Hopefully people will be motivated to look at this *late* submission.  I feel that I have learned from my mistakes, and moving in to another place won’t be an issue.  There are some commitments, but I found that there are times where it helps to do something else to refresh my mind.

 

The Reset Button – theres an experimental game here!

I sort of skimped out on the development of the reset button.  Part of the issue was moving to a different place in the middle, getting burned out on fixing a few obscure bugs, and not being able to get the internet wired up in my place.

Controls:
Up and Down to switch timelines
Left and Right to view the past/future of that particular timeline, you can also click to do this.
‘c’ to chronoport, enter/space to confirm ‘c’ to cancel. Chronoport in the same place as another creature (including yourself) to frag them (basically, go to the time where a creature is in the same time as someone else).
‘a’ to do a circle attack
‘f’ to fix a timeline, this will prevent the timeline from being erased.  You can only fix timelines in which a chronoport arrives (the starting timeline doesn’t need to be fixed).
‘p’ to chronoport to a fixed timeline, you must be in the same position as the green spot that appears when you fix a timeline.  Warning, trying to create a loop with this is buggy!

Hopefully the windows version works, I tried including the proper files.  Try to compile it as shown in this tutorial: http://codeumbra.eu/complete-roguelike-tutorial-using-c-and-libtcod-part-1-setting-up

Meanwhile I hope to start again and use the lessons learned to make an improved version of this game.  Progress has been slow however :(.

TheResetButton TheResetButton-Windows

The Reset Button – Chronofrags and timeline fixing oh my!

chronofrag

I have added some more features into The Reset Button.
The timeline now indicates health at each point in time and for each chronoclone (player clones created by time traveling), with !! indicating a dead player.  The chronoenergy bar is a placeholder for a meta-temporal food counter, only declining when the player alters himself in the past or fixes a timeline, and causing permafailure when the player reaches 0.  The alteration of dead and not dead is the result of a chronofrag, where I chronoported into my past self.  This created a grandfather paradox, alternating between him departing and him being killed as the arrival bursts from his position with 1 HP.  Thankfully, arrival 3 is protected from this paradox because I fixed his timeline.  Fixing timelines will useful for preventing your future selves from being erased by a past event, but there will be a chronoenergy cost to prevent abuse.  The red number 4 indicates a doomed timeline, since arrival 3 changed his action to kill the F that was killing him, undoing all of his future actions.

The Reset Button – An Achron-esque seven day roguelike Day 1

TheResetButtonScreen

Its being started for the 7drl competition! Lets see what I can get done:

The purple guys are other versions of myself.
The green F is a wandering monster that keeps going back in time (chronoporting).
The % signs on the screen are corpses. The purple corpse is the dead body of a past self, cortesy of the grandfather paradox. There are two corpses of chronoclones (past selves) of the F.

On the timeline below, numbers indicate when I time travel to and from.
X’s indicate the death of one of my selves in a moment in time.
-‘s indicate life.
The waves propagate new timelines. Notice how they are erasing a death (because that guy chronoported instead of dying in the new timeline), and a timeline (because death is undoing time travel by future selves).

7drl contest ideas

In the spirit of a 2009 7drl post, here are some ideas for your seven day roguelikes.  I will continue to update this list as I get more ideas.  Have fun:

http://www.roguetemple.com/forums/index.php?topic=320.0

Army roguelike – Instead of being a single @, you are the commander of an army.  Instead of  hp, you have masses of recruits, and attacking (either with the melee force of your army or using ranged troops to engage from a distance), causes casualties instead of lost hp.  Find recruits, and drive back enemy armies to achieve victory!

Bunny roguelike – You are a rabbit, trained in the ancient art of bun fu.  Fight the foxes, dogs, and other predators that are attacking your hole.  The boss is the determined human exterminator who came to flush out the rabbit extermination.

Escape the light – http://www.youtube.com/watch?v=L7a8hmoOsx0
You cannot survive in the light, so run right as fast as you can.  Killing monsters and using items will give you a boost of speed to endure.  How long can you last?

Evil Overlord Roguelike – A horde of adventurers are attacking.  To stop them from coming, place towers that shoot ranged attacks, camps that house attacking monsters, and traps.  Come out personally to deal with the invaders and collect their treasure, but if you die, it takes time to respawn.

Immobile wizard roguelike – You are a wizard rooted to the spot.  Blast the legions of foes coming to kill you!

Invulnerability roguelike – You are immune to death.  However, you still have a food clock.  Enemies will try (ineffectively) to kill you, but they may try to prevent you from getting your food…

Internet Meme Roguelike – Make a roguelike based off of internet memes/characters (but it cannot be for mature audiances only please)!  You could play as Nyan Cat, or Annoying Orange, or Hatsune Miku.  Items could be a Three Wolf Moon T-Shirt, Noms, or cake (but its a lie!).  Enemies could be Trollface, animals that are really Nope! Chuck Testa!.  The adventure could take place at candy mountain…

Parallel Universe Roguelike – You have multiple copies of yourself, existing on different z planes but always the same x and y of a dungeon that may or may not be similar.  Be careful, as you can only move or attack if none of your doubles can bump into a wall, and damage is shared among your parallel selves.

Philosophy RPG – A roguelike where everything is a reference to something philosophical.  For instance, the dungeon is plato’s cave.  You attack with the four Aristotelian elements.  Enemies could be nihilists or something.
The following is a good source of ideas:
http://dresdencodak.com/2006/12/03/dungeons-and-discourse/

Positive/negetive energy roguelike – You have a positive/negetive energy bar.  Casting spells of the appropriate element will bias the bar towards that element, and make those spells more powerful, while reducing in power spells of the opposite element.  Positive energy spells provide effective healing and protection spells, while negative energy spells provide powerful offensive attacks. Be careful, as getting too far in either element will spell the death of your character.  A food clock and mana bar will balance this mechanic.

Possessor Roguelike – You are a lost soul, aiming to get to the bottom of a dungeon into the next life.  However, you can only hitch temporarily on recently deceased creatures.  Kill creatures, and you can slip under that creature’s skin.  This is like a disguise, some monsters will ignore it, but some may attack you on sight, so be careful!

Potion mixing roguelike – potions, when drunk, will have a temporary effect.  If you drink another while the effect of one is still going, a random positive or negative effect happens, sort of like nethack’s fountains.  It may be lethal, or both effects could cancel, or one of the effects could be permanent!  Ideas for effects: http://www.wizards.com/default.asp?x=dnd/dnd/20060401b

Warped time roguelike – While your movement is turn by turn, enemies will move in real-time.  You can take turns quickly in desperation, but doing so will deplete your Energy bar, and if it reaches 0, game over.

Weapon Stacking Roguelike – As you level up, you gain access to “connectors” that allow you to stack your weaponry, which means that each weapon on the stack can attack simultaneously.  Make insane weapon combinations to defeat the monsters.  You can also have armor stacking for an extremely silly roguelike.

Multiplayer Game ideas

After much discussion, I abandoned the idea of a multiplayer roguelike with simultaneous turns.  Too much complexity, and too many issues.  I think simultaneously moving all the monsters is a good idea (controlled by a central intelligence, methinks?) but this can complicate things in multiplayer.  Could be a good idea for a seven day roguelike, if anyone is paying attention to this.

Anyways, I am going to implement a multiplayer roguelike that is both turn based and real-time.  If you are adventuring alone, or away from other adventurers, the game runs in either turn based or real-time (you choose).  If other players in combat are in fov, and at least one of these players is in combat with a monster or has not escaped, the game will shift to real-time, to allow both players to play with an equal footing.  The real-time shift will not end until all but one of these players has sufficiently escaped from this combat.  To address the problem of a player luring monsters to another idle player, I will provide an option to allow a player outside of combat to escape to safety.

One interesting idea I had for breaking the real-time mold is to implement a time manipulation style interface, similar to Achron’s.  Inside of combat, there will be a “final version” of the timeline, that is visible and completely modifiable at all times, which is essentially the “final game”.  However, players can go into the future to change things, and do cool things like send themselves back in time.  There will be “timewaves” that will propagate changes, and people will be able to see how their changes directly affect people in their Field of View.  To encourage players to manipulate the timeline in the future and not the past, there needs to be a reward, such as being able to bend the RNG in your favor.  The difference is that Achron used chronoenergy to limit editing of the “final version”, but this will not work in a multiplayer roguelike where being able to dictate your final actions is a crucial part.  However, before I get this running, I will need to create a working multiplayer game.