So, there are a few BYOND roguelikes and a few non-BYOND multi-player roguelikes, bit no multi-player BYOND roguelikes that I am aware of. With that in mind, I decided to try to put one together. I decided to forgo the turn based RL structure in favor of real time. I think it makes the multiplayer much more manageable. It does change the play a bit from traditional RLs as you must now make some faster decisions.
Some issues currently bother me concerning dungeon generation. One is whether or not the entire dungeon should be generated at runtime. The idea is that it can then be saved and then allow levels to be loaded and unloaded as necessary via SwapMaps. However, I am not sure how the number of players should interact with this generation. There should probably be more gear and monsters the more players. But how do I factor this in creation? And what if a player leaves or joins after generation? I imagine I will handle logout by keeping a player's mob ingame for a while if they don't logout in a safe place (IE town, a cleared area, etc.) with a message to the player letting them know if it is safe to rest (logout) or not.
Also, how to handle death. Usually in a RL death is the end of the game. But with multiple players, it is conceivable that another player could resurrect you through a spell, wand, scroll, etc. I am leaning toward allowing players to wait a revive until their corpse rots. Then they are gone.
I am also unsure on how to handle the base dungeon structure. My initial thought is that any host will have just 1 dungeon, but once completed (or the host decides) a new one may be generated to replace it. Another approach may be to do like Darke Dungeon and allow descending into instanced dungeons.
Sep 29 2008, 5:24 am