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Looking for team to build 2D Diablo/Roguelike/Procedural web based MMO

LobotomistLobotomist ZagrebPosts: 5,433Member Rare

The idea is simple.

Roguelike games are dungeon crawling rpgs , where everything is created randomly. Maps, items, monsters. No two games are alike.

http://en.wikipedia.org/wiki/Roguelike

 

For some reason only roguelike ever brought to mainstream was Diablo, developed by Blizzard. And although the game was immense success - no other roguelike was comercially published for wider audiences.

 

I feel that time for next roguelike sensation is here :)

And its very simple.

Web based (probably flash based) - 2D roguelike. Not unlike web based diablo.

 

The game that will bring something missing - not existing in MMOs today :

possibilty to play short sessions (even from work) 5-10 minutes. And still feel like you acomplished something.

no grind

never same dungeon

real light weight game playable from any platform

 

The game quality would probably be among top of web MMOs.

 

 

Thats the plan and the idea.

I am graphic designer and animator. What i need is a programmer , and possibly buisness developer (later)

 

This is relatively easy to do project with great potential.

So if there is anyone interested. Please contact me.

 

 

 

 

 



Comments

  • craitcrait Round Rock, TXPosts: 6Member

    Sounds interesting. Coded arms was an FPS that was a lot like you're describing. Everytime you replayed the level, the maps changed. It really makes you a lot better at the game when you don't have the ability to time everything precisely and you're trained to just play like you're supposed to.

    Again, interesting idea. I'd like to see more of it in the future. I'll agree, it has great potential. Are you hoping to use web development to create it or embed Flash or Java into your site?

    image

  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    Originally posted by crait

    Sounds interesting. Coded arms was an FPS that was a lot like you're describing. Everytime you replayed the level, the maps changed. It really makes you a lot better at the game when you don't have the ability to time everything precisely and you're trained to just play like you're supposed to.
    Again, interesting idea. I'd like to see more of it in the future. I'll agree, it has great potential. Are you hoping to use web development to create it or embed Flash or Java into your site?

    I have talked with several programmers doing similar projects ( similar graphically , but not in gameplay )

    Some have used flash to great results. Other used java. Even HTML5.

    Even greater thing is that most of roguelike games are public domain. And there is good possibility to use prewritten code and adjust it for the web.

     

    As for random nature of the game.

    I always wondered why no other MMO uses procedural game building ?

    Imagine MMO world where there is no same quest , same map , same loot. Every game session is completely unique experience.



  • biofellisbiofellis Central, NYPosts: 511Member Uncommon

    .

  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    Thanks for comments Biofellis.

    Trust me. All above things I do know. And I do know them very good.

    Do you think I am planning the game with no research at all ?

    I have been researching and designing this game for over a year and have been in MMO and Roguelike scene for years.

     

    Also. I am not revealing the secret details of the game here. Its a public forum. I am giving just a very rough idea base.

     

    As for Dungeon Runners. Its very similar to breed of games called Hack&Slash.

    You see, when Blizzard made Diablo 1 , they based it (almost 1:1) on Angband. Diablo 2 strayed from the formula and new genre was born : "hack&slash"

    There are naturally lot of elements of roguelike in h&s but they are not the same.

    Roguelikes are far more complex and strategical, while h&s are all about action and loot.

     

     

     

     



  • Darkness690Darkness690 Sayreville, NJPosts: 174Member

    This sounds interesting. I'm actually going to school for programming, but I doubt I have the skill or experience to assist you in this endeavor. Although I will keep an eye on this, never know what the future may hold!

  • AriocArioc San Diego, CAPosts: 299Member

    I have a few serious questions you may have already considered but I'm curious what you're take will be.

    MMO's retain players because you have a constant sense of growth, the chance at loot to upgrade your character is what makes rogue so much fun. But will it be a static world with randomly spawning creatures? What is the progression aside from items which makes a player feel like their character is growing? Won't dungeon after dungeon level become repedative? Will you plan to have topside open world to explore?

    www.ChippedDagger.com is a game like your describing and for a time they only used progression through loot. But recently they added items which perminently enhanced the player and that made the game appeal alot more to me. I need the carrot that won't be taken away. Upgrading items is good but the level grind gives us a virtual reward system that we feel like we're constantly making progress twards with every creature we will. Will your game have such a mechanic to sticky the player in feeling that that 5 min of gameplay was in benefit twards improving his character in some way?

    Arioc Murkwood
    Environment Artist
    Sad but true.

  • MaNiaGGMaNiaGG HorbPosts: 76Member Uncommon

    Lost Labyrinth comes to mind. Played it liek a madman few years ago ;D

    http://laby.toybox.de/index.php?sprache=1

    image
  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    Originally posted by Arioc

    I have a few serious questions you may have already considered but I'm curious what you're take will be.
    MMO's retain players because you have a constant sense of growth, the chance at loot to upgrade your character is what makes rogue so much fun. But will it be a static world with randomly spawning creatures? What is the progression aside from items which makes a player feel like their character is growing? Won't dungeon after dungeon level become repedative? Will you plan to have topside open world to explore?
    www.ChippedDagger.com is a game like your describing and for a time they only used progression through loot. But recently they added items which perminently enhanced the player and that made the game appeal alot more to me. I need the carrot that won't be taken away. Upgrading items is good but the level grind gives us a virtual reward system that we feel like we're constantly making progress twards with every creature we will. Will your game have such a mechanic to sticky the player in feeling that that 5 min of gameplay was in benefit twards improving his character in some way?

     

    1. There will be no limit to levels

    2. Creatures are not spawning. You enter a dungeon that is always different. Random creatures inhabit it. But it also might have random bosses. Secrets. Quests...you never know.

    3. You log in for 5 minutes. And a last creature you kill drops rare +5 vorpal sword of poison slaying. Its all a gamble. You always feel like you want to play more because next kill might be something rare.

    4. I do not plan topside world, except for the players hub. And maybe guild houses. Its all about dungeons

    5. PvP will be strong game element



  • AriocArioc San Diego, CAPosts: 299Member

    I see so there's no real player interaction, it's like guild wars where players hang out in a town to chat and then run instances solo?

    Arioc Murkwood
    Environment Artist
    Sad but true.

  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    Originally posted by Arioc

    I see so there's no real player interaction, it's like guild wars where players hang out in a town to chat and then run instances solo?

    Yes kind of like that.

    You enter instances solo or with group of other players. You can also join instances other people have started , if they leave them open.

     

     



  • AriocArioc San Diego, CAPosts: 299Member

    Thank you for clarifying your ideas. While this sort of system isn't something that appeals to my preferences, I wish you all the best of luck in your endeavors.

    Arioc Murkwood
    Environment Artist
    Sad but true.

  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    I know what you mean.  I too feel that real virtual worlds are disapearing and all new MMOs are turning into instanced single player with some multiplayer features, games.

     

    But my game is web based MMO. Its not meant to be all encompasing virtual world simulation. Lets leave this to big budget companies. (you see the big mistake of indy game companies is that they try to compete with big money productions...i say lets do things that we can do as small indy team)

    I see it more as ..lets say , you are playing EVE. And for example mining, or waiting for your buddies. So you open Web browser and have quick play of the web based dungeon crawler. For 5 minutes.

    Its something that I feel is sorely missing.

    A MMO that you can play as a break, on a break. But it might be so addictive that you just decide to play it for hour more ;)



  • craitcrait Round Rock, TXPosts: 6Member

    I'm pretty sure that new update that Runescape had that doubled the size of the world was just an update to have a dungeon that is just like this added.

    image

  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    Interesting.  Good thing for Runescape.

    Well it only proves that the idea and concept is a good one. I just wish i could assemble the team before someone else does it :(

     

     

     



  • biofellisbiofellis Central, NYPosts: 511Member Uncommon

    .

  • AriocArioc San Diego, CAPosts: 299Member

    I think the ratio is something like:

    85% Dreamers/Designers

    12% Artists

    3% Programmers

    Arioc Murkwood
    Environment Artist
    Sad but true.

  • okorokor Martinsburg, WVPosts: 103Member

    Reading this made me interested in a game like this. The first thing that came to my mind was .hack and how players generate dungeons using keywords.

     

    I think an MMO with a hub where players meet/interact and then venture out into randomly generated dungeons/locations would be fun. I really like the idea about being able to enter dungeons that are left open by others. If you used some kind of generating system, such as the keyword system in .hack, I think that would have a lot of interesting play mechanics.

  • craitcrait Round Rock, TXPosts: 6Member

    If there was no level cap, then you should make it where you can only battle people 5 levels higher or lower than you. That would make it more fair so people who play/share for a long time with high levels will play others with high levels.

    image

  • LobotomistLobotomist ZagrebPosts: 5,433Member Rare

    Anyone interested I sugest to give this roguelike a spin :

    http://crawl.develz.org/wordpress/downloads

     

     

     

    It is singleplayer roguelike called Dungeon Crawl.

    And my goal is to make very similar gameplay - but multiplayer playable in web browser.

     



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