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FPS games used to be called doom clones.
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# ? Feb 3, 2014 02:50 |
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# ? Apr 24, 2024 06:32 |
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Doomlikes.
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# ? Feb 3, 2014 03:16 |
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icantfindaname posted:The games were clones and/or modifications of a game called rogue? How is that a terrible name? It's not a super great name no but it's not like it doesn't make sense. It doesn't not make sense but it would be really weird if people went around calling Call of Duty a Doomlike or whatever. As far as classic roguelike games go, Rogue itself doesn't really get any play -- Nethack, for example, is WAY more iconic Edit: hah I had an old tab open, beaten on "Doomlikes" -- it really is like the least descriptive and useful genre label out there though.
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# ? Feb 3, 2014 04:02 |
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Unormal posted:
On-screen controls? Doing control schemes for mobile devices give me the biggest headache. Legends of Yore and Pixel Dungeon seem to be the best way to do things, but they are really unintuitive to a new player. On the flip side on-screen controls take up screen realestate that would better serve for other purposes.
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# ? Feb 3, 2014 04:23 |
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ED: Beaten Third-Person Procedural? Ascii hackn'loot? Roguelike starts to sound better once think about alternatives Glimpse fucked around with this message at 04:29 on Feb 3, 2014 |
# ? Feb 3, 2014 04:24 |
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Potsticker posted:On-screen controls? Doing control schemes for mobile devices give me the biggest headache. Legends of Yore and Pixel Dungeon seem to be the best way to do things, but they are really unintuitive to a new player. On the flip side on-screen controls take up screen realestate that would better serve for other purposes. It's working pretty decent for Sproggiwood; and I've got Some Ideas(tm) for how to do a more elaborate ability system for the Qud game without cluttering the screen to hell. Unormal fucked around with this message at 04:45 on Feb 3, 2014 |
# ? Feb 3, 2014 04:43 |
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Procedural SRPGs is kinda close but that's still a worse name than roguelike.
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# ? Feb 3, 2014 04:49 |
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goferchan posted:It doesn't not make sense but it would be really weird if people went around calling Call of Duty a Doomlike or whatever. As far as classic roguelike games go, Rogue itself doesn't really get any play -- Nethack, for example, is WAY more iconic Nethack might be iconic but direct rogue derivatives are getting major play at the moment, brogue and pixel dungeon specifically are very well regarded. There isn't much out there getting attention right now that could be easily described as directly inspired by nethack.
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# ? Feb 3, 2014 04:51 |
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Jeffrey posted:Procedural SRPGs is kinda close but that's still a worse name than roguelike. SRPGS are like Fire Emblem though? The 'traditional' roguelikes like Nethack, Crawl, ADOM, etc are more similar to something like Diablo than a game like Fire Emblem. I think the best descriptor to replace roguelike would be just 'dungeon crawler', to be honest. They're not even procedural to the extent people usually talk about. Nethack, Crawl, ADOM, etc, all have defined branch structures that are the same every time. icantfindaname fucked around with this message at 05:23 on Feb 3, 2014 |
# ? Feb 3, 2014 04:58 |
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Unormal posted:It's working pretty decent for Sproggiwood; and I've got Some Ideas(tm) for how to do a more elaborate ability system for the Qud game without cluttering the screen to hell. It's a really simple game but I like how Hoplite on iOS (and android?) handles movement -- touching a space moves you straight there, unless there's an enemy on screen, in which case it only moves you one space in that direction and then lets the enemies take their turn. Roguelikes are gonna have enough excessive buttons already; you REALLY don't need a D-pad. Edit: to duplicate the "wait" function, assuming that's the hourglass in the center, just make touching the tile occupied by your character do the "wait" thing Edit edit: haven't played Qud so I don't know the details of the ability system, but for anyone who's played a console shooter or whatever in the past decade the "wheel" system is pretty intuitive. Press and hold in a certain spot, like the center of the screen, and a wheel with all available skills pops up and you slide your finger to whatever you wanna activate. Not 100% sure it would translate well to a touchscreen, but in my head I like it. goferchan fucked around with this message at 05:17 on Feb 3, 2014 |
# ? Feb 3, 2014 05:12 |
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Unormal posted:It's working pretty decent for Sproggiwood; and I've got Some Ideas(tm) for how to do a more elaborate ability system for the Qud game without cluttering the screen to hell. That does look decent, though I'd be interested to know how large of hitboxes you use for those arrows is. And I assume you can scroll the camera around with touch and drag? In case there are monsters hiding under the buttons on the lower left. goferchan posted:It's a really simple game but I like how Hoplite on iOS (and android?) handles movement -- touching a space moves you straight there, unless there's an enemy on screen, in which case it only moves you one space in that direction and then lets the enemies take their turn. Roguelikes are gonna have enough excessive buttons already; you REALLY don't need a D-pad. Hoplite does things really well (Yes, it's also on Android) I'll agree. Being able to see the entire board on one screen helps with that, though. Making a menu pop up while you hold your finger down on the screen is fairly trivial to make, throwing buttons up on the screen and detecting if you're on top of one when you lift the finger off again. Ideally you'd want it to be context sensitive if you're tapping a spot on the map, and likely have a default function if you only press for a small amount of time. Like, moving to an empty square, attacking an enemy, opening a door, that sort of thing.
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# ? Feb 3, 2014 05:27 |
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The thread might be interested that Matt Barton has an interview with Rogue co-creator Glenn Wichmann. https://www.youtube.com/watch?v=t5tJQ3cqRmc
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# ? Feb 3, 2014 05:30 |
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Unormal posted:It's working pretty decent for Sproggiwood; and I've got Some Ideas(tm) for how to do a more elaborate ability system for the Qud game without cluttering the screen to hell. Speaking of this game I got an email about a beta (it was in my spam folder by the way, so others might have gotten it as well but don't know it) Anyway, I'm really enjoying it so far. I've only played a few dungeons but I really like the character design. Those goat people have a very nice attack mechanic! The overhead map and ideas behind that are great and really gives a reason to keep playing. Can't wait to play a bit more over the next few days.
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# ? Feb 3, 2014 06:09 |
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It's happening. (Joppa loaded from actual CoQ data files, but upside down because Y is reversed in Sproggiwood)
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# ? Feb 3, 2014 06:22 |
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Unormal posted:It's happening. (Joppa loaded from actual CoQ data files, but upside down because Y is reversed in Sproggiwood) That's looking really, really nice.
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# ? Feb 3, 2014 06:27 |
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victrix posted:Shooters now refers to fps games instead of the horrible 'shmup' for the original japanese shooters Sure, but I've never heard anyone say bullet hell shmup.
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# ? Feb 3, 2014 07:00 |
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What's up, Oryx-tile dev buddies? WaterIsPoison fucked around with this message at 07:12 on Feb 3, 2014 |
# ? Feb 3, 2014 07:07 |
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WaterIsPoison posted:
This looks like brogue, but I have a feeling it isn't. Also that successor to CoQ looks great, would there be a way to make CoQ have graphics after the fact or would that have been something you would've had to have done while developing?
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# ? Feb 3, 2014 12:50 |
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Bob NewSCART posted:This looks like brogue, but I have a feeling it isn't.
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# ? Feb 3, 2014 15:36 |
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WaterIsPoison posted:
It's a great little starter tileset, I really like it; and at mono-colored 16x24 it's vaguely within my abilities to extend myself without it looking terrible.
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# ? Feb 3, 2014 16:13 |
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I was playing this actiony jumper roguelike the other day and it got me wondering. Have any of the games taken then mechanic of when you die, some of your items are passed on to the next character? I think I'd love an Angband that does this, Family Tree Angband or something or other. Maybe we can put some jumping in it, too.
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# ? Feb 4, 2014 16:31 |
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WaterIsPoison posted:
Just putting it out there that I love the lighting in this. Combined with the very lo-fi graphics it looks very mysterious and dangerous.
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# ? Feb 4, 2014 16:54 |
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Philthy posted:Have any of the games taken then mechanic of when you die, some of your items are passed on to the next character? I think I'd love an Angband that does this, Family Tree Angband or something or other. NetHack's bones files sort of do this, in that you can find the graves of prior characters and loot their old gear, though much of it ends up cursed. I seem to remember a PS1 roguelike where your stash carried over between "lives", but everything you were carrying got lost. Maybe make the number of items you get to keep depend on the level of the character that died? The higher-level you are, the more you keep, making the next character easier...but if they die anyway despite all those hand-me-downs, then you lose most of the stuff.
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# ? Feb 4, 2014 16:58 |
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Mystery Dungeon games and their clones usually have a mechanic that lets you bring items from one run to the next. One Way Heroics is a recent example.
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# ? Feb 4, 2014 17:06 |
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Philthy posted:Have any of the games taken then mechanic of when you die, some of your items are passed on to the next character? I think I'd love an Angband that does this, Family Tree Angband or something or other. As mentioned, One Way Heroics does this and it's pretty cool. Dungeonmans right now doesn't do item passing but that's planned as part of the Academy Armory. It does let you pass on some item ID info as well as stat upgrades.
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# ? Feb 4, 2014 17:16 |
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Unormal posted:It's happening. (Joppa loaded from actual CoQ data files, but upside down because Y is reversed in Sproggiwood) That is fantastic.
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# ? Feb 4, 2014 18:01 |
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Notorious QIG posted:Just putting it out there that I love the lighting in this. Combined with the very lo-fi graphics it looks very mysterious and dangerous. Thanks! Yeah, the goal is to make lighting a pretty significantly gameplay component. Instead of a hunger meter your torches will eventually run out and you will be plunged into pitch darkness. Certainly motivates you to keep moving!
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# ? Feb 4, 2014 18:12 |
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Donator tome lets you store an item for a future character. It is cool because you have to leave the item there and can't use it on your current character, so you can either put an item you won't use in there, or give your next guy a really great item in lieu of using on your current character. It makes it an interesting decision rather than a loot pump.
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# ? Feb 4, 2014 18:23 |
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WaterIsPoison posted:Thanks! Yeah, the goal is to make lighting a pretty significantly gameplay component. Instead of a hunger meter your torches will eventually run out and you will be plunged into pitch darkness. Certainly motivates you to keep moving! Oh wow, I'm working on something really similar. Currently only in ASCII and libtcod, though.
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# ? Feb 4, 2014 21:55 |
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Philthy posted:I was playing this actiony jumper roguelike the other day and it got me wondering. Baroque, a weird as hell game that started on Saturn and got ported to PS2 and Wii later, had a system where you find "consciousness orbs" throughout the dungeon that you can each throw a single item into that will be transferred back to town for use of a new character when you die.
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# ? Feb 5, 2014 00:48 |
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Mercury_Storm posted:Baroque, a weird as hell game that started on Saturn and got ported to PS2 and Wii later, had a system where you find "consciousness orbs" throughout the dungeon that you can each throw a single item into that will be transferred back to town for use of a new character when you die. Baroque is also incredibly difficult and alienating to first-time players so I really don't recommend tracking down an old copy. The monster designs are loving awesome though.
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# ? Feb 5, 2014 00:50 |
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Philthy posted:I was playing this actiony jumper roguelike the other day and it got me wondering. shiren the wanderer has a "warehouse" mechanic sort of like this. it only works in the standard/beginner dungeon, and the way it works is like this: on floor 0 (the starting town), you have a large warehouse that can fit ~30 items. on floor 10 (another town), you have a warehouse that can store ~16 items. each item is 1 per square (so 16 scrolls take 16 spots, although storage jars can help circumvent this requirement a bit), and items in the warehouse persist between runs, although they will be unidentified the next time you see them. although there's a rare item that allows you to "send back" items to the warehouse (e.g. if you're about to die or something), the normal way you can put stuff in the warehouse is if you place it there yourself, effectively weakening your current run to strengthen a later one. the game is balanced with this in mind, so it actually works out pretty well! (at least for the SNES version; but the DS version allows to repeat floors to grind XP and so its not very good)
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# ? Feb 5, 2014 01:12 |
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I actually picked up Mystery Dungeon DS this week to "get back into it," but it really is a bit of a grind. I feel like I can't progress unless I find weapons, upgrade them (but not use them), and store them. Then it's a choice between using an upgraded item, and potentially losing it, or leaving it for a future better run. I think too anxiety-ridden to enjoy those kinds of choices. Beautiful little game, though. edit: I do allow that I might be misunderstanding the game. But it does seem like I spend a lot of time grinding through boring starting dungeons, finding my partners, and just barely making it to the latest levels I've unlocked, then making little to no progress before dying... then starting again. It's less about applying knowledge and tactics and more about getting the right equipment to progress. If I'm conceptually stuck, though, please let me know if I'm doing it wrong because it's a darn charming game. e2: vvv Agreed, the puzzles are fun, and I beat them all already! When you say "Head for Table Mountain," though, what do you mean? If you mean, "start with the first dungeon and drat the yawns," I dunno. doctorfrog fucked around with this message at 01:43 on Feb 5, 2014 |
# ? Feb 5, 2014 01:34 |
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How to enjoy Shiren the Wanderer: do not grind. Start at the base town, do a puzzle, grab a riceball, and head for Table Mountain.
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# ? Feb 5, 2014 01:36 |
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When I was a kid, I really liked this game called "Quest" or "The Quest" or something similar. Thinking back, I'm pretty sure it was a fairly softcore roguelike. It had a somewhat dated tileset. I remember you could play as a fighter class, a magic user, or the "monk" which did both. Anyone here know what I'm talking about? I'd like to check it out. (though it will probably turn out to be terrible, that's how these things always go)
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# ? Feb 7, 2014 16:16 |
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After fiddling with dredmor a bit I've decided that burglary totally trivializes most of the game. With a little planning you can rip off every shop essentially risk-free, plus you get to jimmy a random freebie out of every vending machine. Even though most of brax's stuff is total poo poo the ~5% or so that isn't makes your gear head and shoulders above what you'd otherwise be finding, in general. You can afford to be a little looser with your artifacts as a result which allows you to eat them for xp with Archaeology and you're gaining levels faster too. On top of all of that you're basically immune to traps and thus have a never ending supply of landmines or cube fodder. Mathemagic works about as well for shop raids cause it's teleport is so drat good. You don't get the trap skill from burglary if you go that route though, but mathemagic is strong regardless so it's up to preference.
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# ? Feb 8, 2014 05:23 |
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Someone on RogueTemple seemed to want this survey posted here, since we're one of the larger roguelike communities: https://docs.google.com/forms/d/13T_HBmkgg2RaJaTalUB4QAhZtjBoBo8dyRxcK4yYj84/viewform
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# ? Feb 9, 2014 09:44 |
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Haha their definition of "actively played" is pretty inclusive.
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# ? Feb 9, 2014 09:47 |
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I still find it weird to consider SA a 'large roguelike community' but then I remember that that's not a high bar to clear and it's kinda depressing.
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# ? Feb 9, 2014 09:50 |
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# ? Apr 24, 2024 06:32 |
That is quite nice form, actually. I will have to look through some of the games they have there as I hear about them for the first time.
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# ? Feb 9, 2014 09:50 |