• Roguelike Thread V2 - "You feel very greedy and sense gold!"
    914 replies, posted
So I downloaded IVAN, and merely 10 turns after I began I realized there was a button to vomit. Shortly after I vomited myself to death. [editline]30th January 2012[/editline] On my second character now. The first enemy I encountered was a zombie whose arm I punched off. It is now my weapon.
[QUOTE=lord0war;34470919]So I downloaded IVAN, and merely 10 turns after I began I realized there was a button to vomit. Shortly after I vomited myself to death. [editline]30th January 2012[/editline] On my second character now. The first enemy I encountered was a zombie whose arm I punched off. It is now my weapon.[/QUOTE] Enjoy your leprosy.
What to you guys think about ADOM?
[QUOTE=junker|154;34490643]What to you guys think about ADOM?[/QUOTE] It's a classic and a lots of fun but personally, I'm not a big fan of roguelikes with non-procedural overworld. Sure, quests are fun and all but they get stale after 1001th time you've restarted the game.
Oh, I thought it was random generated. Because that is one main factor for me that makes roguelikes so interesting.
[QUOTE=junker|154;34490845]Oh, I thought it was random generated. Because that is one main factor for me that makes roguelikes so interesting.[/QUOTE] Dungeons are semi-random, but the world map is static, as far as I know.
I managed to get pretty far with a magic character in Crawl tonight. Was a deep dwarf necromancer. I [b]could[/b] have gotten to the lair (something that's happened to me about 3 times) but I chose to dick around in the dungeon a little longer. Then I got flanked by an invisible orc wizard, which really raped me for some reason, and a goliath beetle. I think my pain and vampiric draining spells didn't work on the orc because he was invisible, so I had to try killing him with my shitty cursed axe I accidentally picked up, and a quasit (or some other demon) lowered my dexterity from 13 to 3 earlier in the level. I did everything in my power to get out of there, but it just wasn't happening. Might try that setup again. I actually was doing well enough that I memorized every spell in the book of necromancy, so I just dropped it on the floor. That was such a weird moment for me, because I've never gotten far enough with a magic character to memorize every spell in the book.
[QUOTE=Jack Trades;34490863][B]Dungeons are semi-random[/B], but the world map is static, as far as I know.[/QUOTE] uh what are you talking about? Every level is random besides a few static levels. Like in pretty much every other roguelike. And the overworld is one of ADOMs greatest features, seriously. [editline]1st February 2012[/editline] [QUOTE=Jack Trades;34490833]It's a classic and a lots of fun but personally, I'm not a big fan of roguelikes with non-procedural overworld. Sure, quests are fun and all but they get stale after 1001th time you've restarted the game.[/QUOTE] you don't need to do any of the quests, anyway.
Jesus, Adom has a lot of seemingly silly controls.
[release] [b]Infra Arcana[/b] [img]http://i55.tinypic.com/msg22b.gif[/img] Infra Arcana is a Roguelike computer role-playing game set in the early 20th century. The goal is to explore the lair of a dreaded cult called The Church of Starry Wisdom. Buried deep beneath their hallowed grounds lies an artifact called The Shining Trapezohedron - a window to all secrets of the universe. Your ultimate goal is to unearth this artifact. The theme and inspiration for this game comes mainly from the horror fiction writer H.P. Lovecraft. [b][url=http://infraarcana.wikispaces.com/Downloads]Download[/b][/url][/release] I have not played the game myself, but I thought some people might be interested in this one.
[QUOTE=Robbobin;34492700]Jesus, Adom has a lot of seemingly silly controls.[/QUOTE] Nah, it has a lot of commands you'll never, ever use. But the ones you do use are fairly intuitive. [editline]1st February 2012[/editline] and my god, that inventory system. Why don't more roguelikes have this?
I really don't get why roguelikes feel the need to use so many buttons. Like in crawl, there's a button for eat, quaff, evoke, etc. Why not just combine those into a "use" key? It's not like you can eat a wand or drink a piece of bread or zap someone with a potion. It would make sense if there were multiple ways to use those items, but there aren't. They can only be used one way... Or thrown, I think, but in that case it makes sense for "throw" to have its own key. And what's the point of having separate keys to put on jewelry and put on armor? What's the point of having separate keys to TAKE OFF jewelry and armor?
Updated the OP
[QUOTE=Loofiloo;34504018]I really don't get why roguelikes feel the need to use so many buttons. Like in crawl, there's a button for eat, quaff, evoke, etc. Why not just combine those into a "use" key? It's not like you can eat a wand or drink a piece of bread or zap someone with a potion. It would make sense if there were multiple ways to use those items, but there aren't. They can only be used one way... Or thrown, I think, but in that case it makes sense for "throw" to have its own key. And what's the point of having separate keys to put on jewelry and put on armor? What's the point of having separate keys to TAKE OFF jewelry and armor?[/QUOTE] That actually sounds like a super-good idea. I don't know why it isn't so. Instead of, metaphorically, having several paths (key-paths), like W, w, q, e, it sounds like a better idea to have more of a tertiary system, where the central function of every item is used in one button, but you can split it up into several paths for several different item functions.
[QUOTE=Loofiloo;34504018]I really don't get why roguelikes feel the need to use so many buttons. Like in crawl, there's a button for eat, quaff, evoke, etc. Why not just combine those into a "use" key? It's not like you can eat a wand or drink a piece of bread or zap someone with a potion. It would make sense if there were multiple ways to use those items, but there aren't. They can only be used one way... Or thrown, I think, but in that case it makes sense for "throw" to have its own key. And what's the point of having separate keys to put on jewelry and put on armor? What's the point of having separate keys to TAKE OFF jewelry and armor?[/QUOTE] Separate USE,READ,QUAFF,ZAP,zap,WEAR,INVENTORY buttons really annoy me, they could be easily grouped in one
Cult looks pretty damn good. I donated a few cents too it.
[release] [b]Realm of The Mad God[/b] [img_thumb]http://3.bp.blogspot.com/-r7LjdwtTmeA/Tf9UR_dL2II/AAAAAAAAAbE/0wsYP7Lx9dc/s1600/ROTMG_Screenshot_Combat.png[/img_thumb] Realm of The Mad God is a Roguelike MMO where you can choose over 15 classes to go around and fight randomized enemies with no other purpose. When you start the game, you only have the Wizard, get him to level 10 and you can make a priest when he dies. Death is permanent. When walking around you will find "quests" which you fight quick bosses. I find this game very fun, my highest level was a level 22 warrior, but my life was ended by a dwarf king. [b][url=realmofthemadgod.com]Website (Not a download)[/url][/b][/release]
I don't think RoTMG is a roguelike
[QUOTE=junker|154;34490643]What to you guys think about ADOM?[/QUOTE] Old and busted, ADOM II is where it's at now.
How could you even make a roguelike MMO? Usually the passage of time is dictated by player action.
By removing that from the playing mechanics? It's gotta be real-time.
[QUOTE=Loofiloo;34507661]How could you even make a roguelike MMO? Usually the passage of time is dictated by player action.[/QUOTE] I've experimented with this. Like, letting players move as fast as they want until they're on the same dungeon level, then use a turn-based system or using something semi-real time (but still on a grid). Trouble is, everyone plays at wildly different speeds, so turn-based doesn't work and real-time goes too fast for you to actually think fully about what your next turn is going to be. It's not really possible. At least not in the traditional rogue-like sense. [editline]2nd February 2012[/editline] [QUOTE=Loofiloo;34504018]I really don't get why roguelikes feel the need to use so many buttons. Like in crawl, there's a button for eat, quaff, evoke, etc. Why not just combine those into a "use" key? It's not like you can eat a wand or drink a piece of bread or zap someone with a potion. It would make sense if there were multiple ways to use those items, but there aren't. They can only be used one way... Or thrown, I think, but in that case it makes sense for "throw" to have its own key. And what's the point of having separate keys to put on jewelry and put on armor? What's the point of having separate keys to TAKE OFF jewelry and armor?[/QUOTE] Except when you want to eat a ring or something. Which is a perfectly valid thing to do in nethack. Seperate keys for equipping armour and jewellery and stuff is averted in ADOM's glorious inventory system.
Realm of a Mad God is more an action rpg which resembles a roguelike on the first glance. [editline]2nd February 2012[/editline] Also this thread is full of win.
It's not a roguelike if it's not turn-based.
The definition of roguelike is vague enough as it is.
A roguelike is a game that is similar to Rogue. Rogue was turn-based, deal with it.
[QUOTE=NotMeh;34522121]A roguelike is a game that is similar to Rogue. Rogue was turn-based, deal with it.[/QUOTE] Rogue was also ASCII but you don't need to have ASCII to have a roguelike. Rogueliks should follow the spirit of Rogue, not the exact design. It should be about bastard hard dungeons, loot, and replayability.
[QUOTE=Janus Vesta;34522195]Rogue was also ASCII but you don't need to have ASCII to have a roguelike. Rogueliks should follow the spirit of Rogue, not the exact design. It should be about bastard hard dungeons, loot, and replayability.[/QUOTE] Changing tiles is one thing Changing the entire game mechanic is another
[QUOTE=superstepa;34522210]Changing tiles is one thing Changing the entire game mechanic is another[/QUOTE] The thing is once you make it realtime you bring it closer to Diablo than Rogue, but Diablo was basically inspired by Rogue in the first place just 3D and realtime. (and less complex) The problem with 3D is you lose some of the complexity of roguelikes. You're no longer able to stand there and think about your next move, tormenting yourself because you can see your inevitable demise and do nothing to stop it. If you had a mixed system, where movement and general actions were real time but you could pause/switch to turn based when you needed it could work. But it'd be a huge thing to take on.
According to that, Fallout and Fallout 2 are both roguelikes.
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