Kron wrote:1) Resequence is very much separate from the 3D Achron logic on top of it. The devs have been doing their best to isolate the generic time travel functionality from the wargame they're selling on top of it.
2) I'll ask Shalkka to move this to the "Achron Maps, Mods & Resequence Games" forum, since it seems like the place this thread should exist.
Wow, thats cool that I can do that with my roguelike. Now I am tempted to make a resequence dwarf fortress like game when I am done trying to prototype ideas for how a roguelike with time travel. However, as I want this prototype to be available to everyone, and I want to try experimenting with this, I am coding my own engine for time travel. I also want to enter this in the 7DRL competition (http://roguebasin.roguelikedevelopment. ... title=7DRL
), with the goal being to make a game in 7 days on top of my time travel engine.
By the way, since I purchased Achron, I can use the resequence engine to make a game that people who have bought Achron could play, right? I would like to know where the documentation is so I can start developing!
And I always like receiving online feedback.
Some ideas I am juggling around:
-All menus are done within the game. Meaning you can change the menu choice in the past. Or possibly kill the person who gives you your choices (thus creating a grandfather paradox as you need him to get your obligatory powers and minons).
-Slowly introducing the mechanics. First its a generic roguelike. Then you get future sight. Then you get to see the past. Then you get time travel. etc. You are always an achronal conciousness within a chronal body that slowly awakens his achronal abilities, explaining why you have these powers, and how you can restart after your death is wiped off of the timeline. The fact that you will get time travel is a spoiler, unlike Achron.
-Tutorial challenges or sandbox levels, such as the grandfather paradox level or the chronoclone level (which will receive an include to allow roguelike players to mess around.
-Monsters with procedurally generated patrol routes. Your goal is to exploit this knowledge.