Wednesday, April 1, 2009

Giant robots represented as @

Edit: Fixed the link.

Holy crap, nearly up to post 200. Only 20 to go, which should only take me a month and a half.

Any of you know what a Rogue-like game is?

Rogue was a game back when graphics were for PANSIES and real men used screens with black backgrounds and a blinking tile showing you where the cursor was. If you needed a mouse you were a WUSS. In that game, your character is represented by a coloured @, your enemies are represented by appropriate letters all the colours of the rainbow (capital letters if they're a -real threat-), and you kill them by moving around with the up, down, left and right keys, then attempting to move into the square the enemies are in. It's like the ultimate in minimalistic gameplay. The true genius of this? Since the gameplay coding can be done predominantly in a VERY short time, that leaves the creators the chance to work on some very, VERY in depth background coding.

With that in mind I would like to introduce you to a friend of mine. Gearhead. Say hello Gearhead.

Gearhead: Hello.

Thank you. Now what impresses me about Gearhead? Let's ignore for the moment that it's a quite strategic RPG with both personal scale and giant-robot scale combat, or that it's got giant robots in it, or that it's a quite in depth open ended RPG sandbox game. What does it have?

One simple phrase: Every. Play-through. Is. Different.

I don't mean in the sense "Well I used the plasma rifle to kill the bad guy THIS time" sense. I mean in the sense that it randomly generates an overall plot for your character at each juncture. Granted these randomly generated plots may not have as much depth as specifically written ones, but it works. It works REALLY WELL.

Give Gearhead a try. I've attempted number 2, but I actually prefer the Rogue-like system over the poor graphics, personally.

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