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Author Topic: CyberRogue - Cyberpunk RL/Sim  (Read 1266 times)

Retropunch

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Re: CyberRogue - Cyberpunk RL/Sim
« Reply #30 on: April 28, 2014, 03:09:35 pm »

Retropunch, I do have one question about the city that you are planning to set that game in. Is that city's background also going to be randomly generated? Or have you already got a preset city background ready, and the only thing that differs is the districts and the megacorps?
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I also have one idea for a background for the randomly generated corporation, but I am not sure if you are already done with the "random corporation generator". It's not really all that important an idea anyway; I just wanted to have the generator hit all the 'evil nonprofits' angles.
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And finally, ETA on a demo release?

We're hoping to procedural/randomly generate pretty much everything, other than the main city layout. However, we're easing off that for the moment as we need to get more of the main mechanics in. If you have any suggestions/more items, feel free to PM them to me though!

Unfortunately the other developer has moved house so things are going a bit slowly, although we hope to get a very early alpha version out in the next few weeks. We're also trying to find someone new to do tiles, so if anyone has any experience and would like to help it'd be great to get you on board!
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I'm deeply excited by the potential for meat orchards. The real question, though, is whether there will be grass-cows to graze in meat-pastures. And what, if anything, in this scenario is vegan.

Novel Scoops

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Re: CyberRogue - Cyberpunk RL/Sim
« Reply #31 on: September 26, 2014, 12:45:12 pm »

Is it particularly hard to get in-character responses from the chatbot? I'll be honest, I'm wondering why more games don't do it.
« Last Edit: September 26, 2014, 12:50:22 pm by Novel Scoops »
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Uristides

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Re: CyberRogue - Cyberpunk RL/Sim
« Reply #32 on: September 26, 2014, 12:53:53 pm »

Posting to Watch and Remember to Try it Later.

This world needs more cyberpunk roguelikes.
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Servant Corps

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Re: CyberRogue - Cyberpunk RL/Sim
« Reply #33 on: September 27, 2014, 09:04:48 pm »

I wouldn't be surprised if CyberRogue has been abandoned or placed on "permanent pause", simply because (according to this thread) some of the team members had stepped away and Retropunch plans on returning back to the project later if those team members come back.

In other words, I was right to write about "evil* non-profits" in the history generator. It has appeared that the Gates Foundation has spent over 200 million dollars to implement the "Common Core" educational standards in the United States, and while I'm not making any judgment on whether Common Core is a good idea or not, you can expect that some people are going to be pretty upset at some rich billionaire trying to dictate government policies.

*Evil, of course, is in the eye of the beholder. After all, the Gates Foundation has also provided funding to Khan Academy, and Khan isn't that immoral...right?
« Last Edit: September 27, 2014, 09:18:01 pm by Servant Corps »
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Currently, in the Central region we need people to vote for Nouveauk and Wooty. I'll throw my vote at one of them very late in the day; hopefully people will Stop. Voting. For. Me!!!

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This damn well better be a good game. If it isn't, I won't buy it. If it is, I won't buy it."

"yeup, look at this map people. Look at it. Now I hope you like it for the next billion updates"---Aculard, SA

Retropunch

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Re: CyberRogue - Cyberpunk RL/Sim
« Reply #34 on: September 28, 2014, 10:17:06 am »

It's been placed on pause but certainly not abandoned! The problem was that with CyberRogue we felt we were pushing out in lots of different directions and it was just becoming a bit of a mess. The combat wasn't as good as we needed it to be (it felt too much of a shootery/hack and slash sort of thing) and while the 'simulation' bits were going well, it was basically shoehorned onto a standard roguelike framework/engine.

So we're currently working on a much more contained and straight forward roguelike (which still has a cyberpunk/futuristic theme to it) so that we can really get the combat down well and get a bit more general experience. We'll then be moving on to ripping out the bits that we need from CyberRogue and making a much firmer base for a true simulation.

As for the chatbot experiences, its a tricky one. On the one hand, being able to talk to any NPCs (at least to a point) was great. You could go into a bar and just talk (if you kept within the boundaries), this is fun, but it's almost like the closer you get to 'conversation' the worse it is not being able to actually talk naturally. Secondly, there was the problem of just not being able to have individual memories for every single NPC (as we wanted hundreds). This meant that you always started a conversation as if you were strangers, which was jarring. Lastly, the general problem of having to work out all the things that a player might say is tricky. That last one isn't as bad as it seems though, as it's much simpler in the boundaries of a game world than if you were trying to do a general chatbot.

All in all, expect more to come but it will be a bit slow. To tide you over, here's a picture of a gun from the new game:

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I'm deeply excited by the potential for meat orchards. The real question, though, is whether there will be grass-cows to graze in meat-pastures. And what, if anything, in this scenario is vegan.
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