Hi all, i am still working on my project - just a quick update I have devised a new treasure system, a pricing system and a level requirement system. As well as a base item system eg. a base scimitar is (28% tohit) 8 damage new items include rings and amulets 1 example item i just rolled for is: Leeching amulet of mana - does - 7 mana gained per hit, +1 mana max Pricing system places this item at a buying price of 130 gold and a selling price of 65 gold with a level requirement of 2
Hi all, i know i said i was sticking to version 1 of roguelike solitaire but i have kinda become sidetracked with version 2 - This one really has me exited as it involves: An exiting new combat system including dodging,stunning and an attack table along with different resistance types wherein you can take 1/2 damage to a particular resistance on a successful check of your appropriate skill. Talking about skills - You no longer have any stats, only skills that you can check against a difficulty (and this time you have to get over the skill difficulty) making the play a lot smoother and more fun. I have basically finished the game bar for the dungeons, shop and a decent treasure table, meaning i have a shop where you can buy, say a weapon that does 10 damage for 100gold and requiring level 1, a weapon doing 20 damage for 200gold requiring level 2 and so on. One dungeon and a basic treasure system but mainly you just search corpses for treasure using your search skill.
Hi all, I have just submitted version 1.5b (yes i have resumed work on version 1) It is only a test and might not even be put up but if it is, Please test it out - I desperately need to know if anyone is at all interested in this type of game. Thankyou
ps - I also remembered to say thakyou to everyone that helped and gave me ideas(sadly i didnt remember the names but you know who you are).
Umm... i kinda forgot the 1st 2nd and third dungeon levels in my test version - sorry , i think everyone is smart enough though to make their own dungeons of enemies, but worry not for the final version will have at least 10 dungeons.
Reminder to self: 1-organise your sh*t better 2-read and reread your test copies b4 submitting 3-stop submitting test copies and taking up the beautiful front page of this wonderful site.
1. roll 1d10 twice 2. if 00 twice = 100% 3. if 00 then 10 = 1% 4. if 20 then 50 = 25% etc. you get the idea
Character sheet eg. -------------------- Have a separate box for each of the following: Level, strength, agility, damage, masteries, skills, gold, health potions, health, equipment, experience and fights.
--------------------------------STEP 2 - Create your character
All masteries and skills, str and agi - start at 95 difficulty health starts at 1d10 + 50
Character Classes
fighter - minus 5 difficulty to all masteries Cleric - minus 10 difficulty from first aid and minus 5 difficulty to mace mastery Barbarian - minus 10 difficulty to sword mastery and minus 5 difficulty to demon strength Thief - minus 10 difficulty to acrobatics and minus 5 difficulty to dagger mastery
--------------------------------STEP 3 - Buy your starting equipment
SHOP - You start with
-flail 7 damage or -sword 4 damage or -mace 5 damage or -axe 6 damage or -whip 3 damage or -dagger 2 damage
--------------------------------STEP 4 - Entering the dungeon
Step 1- Make a start room and mark it as having the upstairs in it.
Step 2- Roll 1d8x1/2 for amount of exits that room has then again for the direction of exits. Then make a hallway in those directions
1-N 2-NE 3-E 4-SE 5-S 6-SW 7-W 8-NW
Step 3- Choose a hallway to enter
Step 4- go into a hallway and roll 1d6, if odd no encounters if even goto combat table.
Step 5- Make a room off of hallways
Step 6- Choose a room to enter
Step 7-go into a room and if odd no encounters if even goto combat table.
Step 5- repeat step 2 to step 7 and if you are placing your 10th room, mark it as the downstairs and create no more hallways, only rooms if you choose to explore further on the same level.
Fighting
Rules
If fighting in a hallway fight enemies 1 at a time otherwise fight all at once, meaning you have your turn then all of them then you etc.
1 - before the fight roll a die, if odd the enemy goes 1st 2 - roll 1d10 for whomever's turn it is and Check Combat Table for tohit difficulty If over or = to the tohit difficulty roll a difficulty check for the enemies agility If the enemies agility check is successful it dodges (no damage taken) if the enemy agility check fails you hit it (check your strength difficulty) if successful you stun the enemy and damage it.(gain 1 extra immediate attack on it) When you kill an enemy immediately get exp. 3 - Repeat 2 untill the enemy are dead, if you die go to the shopping step and lose 2 permanent hp but gain full health and mana. 4 - Escape the dungeon at any time for loss of 1 permanent hp
--------------------------Combat Table
roll 1d6 x 1/2 for the amount of enemies present. Then roll 1d10 for each seperate enemy in appropriate dungeon level.
to see if you successfully get a swing at the enemy check this table, if the enemy is 2 levels above you, you must roll over 60, if the enemy is 3 levels below you, you must roll over 35 etc. you get the idea hopefully.
1. Gain minus 10 difficulty from any skill or mastery or str/agi 2. Gain 1d10 in health
-------------------Skills Explained--------------
Skills --------
Skills successful roll is =or< your skill % you start with 95 difficulty to all skills, str and agility.
Heal - 95% heal 1/2 your max hp worth of hp Sneak - if successful you completely evade enemies in room/hall Search - if successfully search an enemy corpse goto weapons and treasure table
weapons and treasure table ----------------------
1. roll 1d10 for type of weapon or treasure
1 - flail 7 damage goto 2 2 - sword 4 damage goto 2 3 - mace 5 damage goto 2 4 - axe 6 damage goto 2 5 - whip 3 damage goto 2 6 - dagger 2 damage goto 2 7 - Creatures lev x 100 in gold 8 - Creatures lev x 100 in gold 9 - Creatures lev x 100 in gold 0 - Creatures lev x 100 in gold
Also i am still working on version 1: i am up to version 1.6c c stands for 3rd variant of version 1.6 all i pretty much have to do is add the dungeons and its finishing touches and it'll be finished (hopefully) and i have added a more descriptive dungeon generator and fighting rules.