Do I need to go roguelike?

Discuss game development design and post your game ideas

Post » Fri Apr 21, 2017 3:23 pm

There is quite a bit to be done with some controled randomness in shmups and if done right it doesn't need to hamper competitive play.

Parsec 47

The game generates enemy waves and bullet patterns, not randomly, but not completely scripted either. You definitely don't play the same patterns each time and it is mostly about twitch skill. I haven't heard anyone complaining about that when playing for highscores.

Warning Forever

You fight a single boss which evolves as you destroy it and as you die. The evolution of the boss is not quite random, but they are diverse enough that each player has a different experience and from what I remember people played for high scores since there is quite some strategy and execution involved in surviving for the longest time possible.


This one is quite cool. The game detects what attacks are killing the player and adapts itself to attack with more of the same. You can purposely kill yourself with easy to dodge attacks so the AI will attack you with easier patterns as you get farther into the game.
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Post » Sat Apr 22, 2017 8:53 am

I would say 'Yes' only because I play Roguelikes.

But at the end of the day, execution is what matters.
The last Roguelike I played was Darkest Dungeon and that game was great not just because of permadeath and strategy but because the execution was perfect. Everything from the music to environment to commentator's voice got it right. Heck even the disposable troops in that game had their own distinctive personalities.
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Post » Mon Apr 24, 2017 12:49 pm

Thanks guys, appreciate your responses. A lot of food for thought.

@DiegoM . Played that Parsec 47 for an hour or so, haven’t heard of that before. That’s my kind of shmup! Simple with cool bulletML.

After some pontificating on what the heck I’m doing with Construct 2 I have decided to forgo any type of procedurally generated enemy patterns for NetOne shmup 1.0. Mainly because, between work and family (and a little gaming), I just don’t have the time to figure out and integrate all these things. I’m already feeling out of my depth trying to get the basics together!

So, for now, I will focus on getting the 1.0 core engine complete, nailing the gameplay mechanics, and keeping the feature set small enough that I might actually complete this sometime within the next year.

...but definitely I will revisit Roguelike for 2.0…
NOTE: There is a high a probability that I am wrong.
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