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  • Usually set in fantasy middle ages (exceptions exist sci-fi roguelikes do exist, see Theme).
  • The more popular games have "dev teams" which work on them later Just to make things more confusing, here are some more things that can be found in modern roguelikes: There is some overlap between roguelikes and role-playing games, adventure games, and so on.īriefly then, "roguelike" is more of a feeling you get in a game rather than a set of criteria that have to be followed. Purists may argue that any game that is graphical and real-time (as opposed to turn-based) cannot be a roguelike, but not everyone agrees. There are a lot of games that don't belong into any one genre. Once you die, you can only start from the beginning with a new character.įirstly, you have to realise that games are not as easy to classify into genres as books or films are. No loading saved games, no coming back to life.
  • The emphasis is on good gameplay rather than good graphics.
  • nothing happens until you press a key that does something) I will just explain it as simply as possible. This is a topic that has caused vehement debates in the newsgroup. Rogue was incredibly addictive in its time. For instance, if you were standing in the room described above, this is how it would look (the being at the time, PCs were virtually unheard of, and most computers were just dumb terminals connected to a mainframe, with no graphics. "You are in a small room, with a passage out behind you") Rogue "drew" it using text. Most adventure games described the environment (e.g. What separated Rogue from most similar text-based games of its time was how it handled the output. There was initially no point to this all, but eventually they made it so the main quest was to find the Amulet of Yendor. You explored a dungeon, gathering items, fighting monsters and getting stronger. Rogue is a text-based game made in the 1970s that started it all.
  • 8 Can you make any money from your roguelike?.
  • 7.3 How do you enchant objects or make "enchanted" objects?.
  • 7.2 What is a good magic system to use?.
  • 7.1 How do you represent a magic system?.
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  • 6.21 How do you represent, store and process monsters?.
  • 6.20 How do you make your battle system?.
  • 6.19 How do you add variety to your monsters?.
  • 6.18 How do they find / follow the player?.
  • 6.17 How do you create a good monster AI?.
  • 6.15 Which kinds of monsters should I use in my roguelike?.
  • 6.14 How do you make randomly generated items?.
  • 6.13 How do you store the items in the player's inventory?.
  • 6.12 How do you store the list of all the items in the game?.
  • 6.11 What is LoS, and why and how do you do it?.
  • 6.10 How do you deal with stuff happening far from the player?.
  • 6.8 How do you store a really BIG world?.
  • 6.7 How do you make persistent dungeons / worlds?.
  • 6.4 How do you make sure all your rooms and passages are reachable?.
  • 6.3 How do you make dungeons with a theme?.
  • 5.5 What are the standard types of quests?.
  • 5.4 What are quests and how are they different from other forms of plot?.
  • 5.3 What is / how do I make a good atmosphere?.
  • 5.2 What themes and settings are possible for a roguelike?.
  • 5.1 Which stories are possible for a roguelike?.
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    4.4 Which libraries let you position the cursor and change text colours?.4.1 Do roguelikes have to be done in ASCII text?.

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    3.5 How do you finish making your roguelike?.3.4 What do people like about roguelikes?.3.3 What needs to be planned in advance?.3.2 Why do many roguelikes later undergo a major rewrite?.3.1 Do you have to design a roguelike before you program it?.2.4 How do you make a variant to a roguelike?.2.3 Do you have to know programming to make your own roguelike?.2.2 Which programming language are roguelikes generally made in?.2.1 How and by whom are roguelikes generally made?.1.5 What should I know when first posting to r.g.r.d?.1.4 What roguelike websites / newsgroups are there?.1.3 What are the major roguelikes today?.









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