Showing posts with label score. Show all posts
Showing posts with label score. Show all posts

Gold in the Hills

I need something to give the players of my JSRL roguelike a score. One part will be how much gold they collect. Today I implemented placing random amounts of gold in the dungeon. Then I had to implement a gold display that shows how much you have collected so far. This display will be part of the main player stats line.

There are only two more ideas I want to implement before I call this 7DRL a success. They are multiple dungeon levels and monsters. I think I will tackle the multiple dungeon levels issue next. I want the whole game to be 10 levels. I just need to add some staircases up (and down if you are lower than dungeon level 1). Then I want to make sure the lower levels have more gold.

Mechanics

I got the chance to peek at an excerpt from a game development book. This chapter covered the essential game mechanics of successful games. I thought I would rate Angband in terms of the necessary mechanics listed. The categories were points, collecting, feedback, exchanges, and customization.

Well Angband is definitely point driven. You see your score each time you save your game. Angband is also not just a game of collecting gold. It is a game where you must figure out which items to keep, and which to sell. So it goes beyond just simple collections.

There is a turn based feedback system in Angband. You constantly know what the effects are on your health, mana, location, etc. This makes Angband very interactive. You may need to play a multiplayer version of Angband to get into any meaningful exchanges. Otherwise vanilla Angband scores low in this category.

I know Angband has numerous settings that you can customize. I usually play with the same settings applied. However there are many other options available should I want to change them. Angband seems to fare well in all the game mechanic categories. That is probably part of the reason why this is a timeless great game.