Paper Roguelike back to the Drawing Board
2019-04-17 — Hans-Jörg
Who knows me, knows that I like books. I envisioned the Paper Roguelike as a small and stirdy hardcover, enabling people to dungeon crawl on any piece of squared paper.
But that vision does not go down well with my mechanics: I don’t want these dungeons to be totally random.
- The first time you enter a room, you might encounter its occupants, later you will meet wandering monsters.
- The more often you search a room, the less is the change to find something valuable.
- Some unique icons can only be found ones.
- In purpose of the story, some things will be discovered in a predetermined order.
That would require an amount of state management that is burdensome to do on a blank piece of paper. So instead of making this a generic book, I am thinking about turning this game into a booklet, that supports the player to keep the state inside the document and is probably tailor-made for specific adventures.
Currently I am figuring out how to balance replay value while taking advantage of the more focused target, so this project has lost some impetus lately.
On the brighter side, I am working hard on my Roguelike.