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Description:
Valhalla is a zero-player role-playing game in which the player has no direct control of the character, and only chooses a name and a class. The character just wandering around, fighting random enemies, trading NPCs and collecting items. Upon levelling, the character recieves some random new equipment and a few stat bonuses.

Classes:
Currently there are only twelve classes, divided into three groups: four basic, four advanced and four master classes (which are available upon reaching character level 50 and 100):

Basic:
  • Freelancer
  • Warrior
  • Thief
  • Mage


Advanced:
  • Expert
  • Knight
  • Rogue
  • Warlock


Master:
  • Master
  • Templar
  • Assassin
  • Necromancer


SourceForge project page

Latest Blog

Build 54

And another build has been released in new amazing and glorious HD! :D
So proceed to the "Downloads" section, and, as an usual, grab it, while it's hot!

P. S.: sorry for anyone, who was waiting this release or/and hoping for something more, our team is very busy with another project.
  • Production
  • Iniquitatis
  • Custom
  • RPG
  • 12/22/2013 08:05 AM
  • 04/18/2015 09:24 AM
  • 10/02/2014
  • 32985
  • 10
  • 287

Posts

Pages: 1
Interesting… I don’t think I’ve ever heard of a zero player game before…

Sounds like everything is generated at random other than creating the name and the class of your character and the game just runs on auto-pilot. Maybe this could be the start of something very special and unique? I’ll give this a sub for now.
Basically The Sims RPG. You watch ASCII stuff happen.
My character didn't get into any fight after 15 minutes. I did watch enemies fight each other numerous times though.

What are you planning to implement next?
author=Avee
What are you planning to implement next?


Actually, I don't really know. That's the one of a reasons why I posted this game here. I have many ideas, but one idea displaces another idea, and so on. So... I want to hear other people's opinions, then continue development.
I think you could go for a more cinematic experience since the player is not meant to have any agency.
You could add a story, have key events activate when a threshold of enemies have been defeated or when a spot on the map is stepped over, etc.

I'd like to see names and descriptions for the enemies, battle actions, objects, etc. Starting the game in an area where enemies are weaker and moving on to progressively harder areas could help add a sense of progression and make the player feel like there's a goal to reach. Right now I feel like this is just a battle system tech demo. The whole thing lacks purpose.

The slow map movements and slow battle pace can make the experience a little boring. Faster speed could prevent that.
Setting movement routes so that enemies may home in on one another could also make the game faster, especially when only a few enemies remain, instead of having them walk around randomly for several minutes without running into any battle.

In any case, I'm interested in seeing what this project could become and I like the creativity.
author=Oh_Carnby
This seems kind of awesome!


Thanks! :)
I'm a little confused. Are there other entities in the world that are triggering combat encounters? Because most of these battles don't appear to feature the user-created character. Edit: Actually, yes, that appears to be what the red E's are doing. I think you should simulate these outside of view, since they eat up a lot of time.

Anyway, if you're looking at what to do next I suggest removing some of the abstraction with equipment acquisition. Defeated enemies drop money or some other market-ready resource and the user-created entity uses it to acquire new equipment at shop locations.

Also some entity variance. Right now everything seems to be identical at Lv1, with the same HP, damage, and defense.

Also the entities seem to try to use skills even when they possess none. Some more intelligent behavior would be nice.
author=Jude
-snip-


Okay, I got your point. I'll add this to my to-do list. Thanks for your review!
So, I have a list of features that -may- improve the game if they happen to coincide with your overall vision for the game and they are:
A faster time counter
A window that is minimizable or able to be navigated away from for fights that don't directly involve the player.
An online interface that throws other player's characters in, or lower leveled ghosts of them
Flavour text and mouseover information.
Random encounters such as quests, dungeons, loot
A more cohesive map and set of obstacles maybe?

That's about all I could think of after a little playing. I'll play more and see what else I can suggest.
Good update. First odd thing I noticed is my thief attempted to use a spell when they have an empty spellbook. Now that you have the character sprite lerping from tile-to-tile, you could also get rid of the pause in between steps.
author=Jude
Good update.

Thank you. :)

author=Jude
First odd thing I noticed is my thief attempted to use a spell when they have an empty spellbook.

Yeah, that's an old "bug" (workaround). In the next update, I will completely rewrite the battle system.

author=Jude
Now that you have the character sprite lerping from tile-to-tile, you could also get rid of the pause in between steps.

That's actually not looking good without animated sprites. So I'll look, what I can do here.

And again, thanks for an answer! :)
Pages: 1