Author Topic: Roguelikes  (Read 2265 times)

Offline chemical_art

  • Hero Member
  • *****
  • Posts: 655
  • It's the details, darling...
    • View Profile
    • Email
Re: Roguelikes
« Reply #60 on: August 04, 2011, 11:00:33 AM »
Bringing up a different side to the same coin.


As anyone have made up their own rules for a game? Like you have a game you love and have beaten a dozen times, but want to play it again with a twist?  I admit doing this a lot.

For example, in Metal Gear, you are supposed to sneak around and inflitrate bases. I've gotten that down to an art, so now I go in guns blazing because that is harder. Or for a final fantasy game, I try to make to avoid the "2 damage dealers one healer" combo which works for everything and instead gnash my teeth creatively trying to play with three damage dealers.

These "self created rules" of mine are quite fluid and can change dynamically. So for the above it would be like in final fantasy rules if I get my but kicked I may then change the rules so that my primary team is all damage dealers, but the weaker backup team may have a medic. Or for Metal Gear I'm not allowed to hide but am allowed "tactical retreats" .


Am I the only one to have ever done this?

If something's worth doing, it's worth doing right

Economy Command Stations are for offense. Military Command Stations defense. Logistic stations are behind-the-line hybrids.

Offline Nalgas

  • Hero Member
  • *****
  • Posts: 672
    • View Profile
Re: Roguelikes
« Reply #61 on: August 04, 2011, 11:07:18 AM »
Am I the only one to have ever done this?

No.

Online zebramatt

  • Master Member
  • *****
  • Posts: 1,284
    • View Profile
Re: Roguelikes
« Reply #62 on: August 10, 2011, 04:46:23 PM »
This has piqued my interest somewhat, anyway.

(The Binding of Isaac by Team Meat)

Offline zespri

  • Full Member Mark III
  • ***
  • Posts: 246
    • View Profile
Re: Roguelikes
« Reply #63 on: August 10, 2011, 09:10:12 PM »
Lol, interesting description, I wonder do you have to invent something... erm... untraditional in terms of the backstory, if you want to make a successful game?

Also: has anyone seen a co-op roguelike? Or roguelikes and co-op are incompatible in principle?
« Last Edit: August 10, 2011, 09:12:22 PM by zespri »

Offline Nalgas

  • Hero Member
  • *****
  • Posts: 672
    • View Profile
Re: Roguelikes
« Reply #64 on: August 10, 2011, 09:49:23 PM »
Lol, interesting description, I wonder do you have to invent something... erm... untraditional in terms of the backstory, if you want to make a successful game?

It certainly helps get people's attention, at least, although if it's too weird it might push some people away.  That's about what I expect from something associated with Team Meat, though.  Heh.

Also: has anyone seen a co-op roguelike? Or roguelikes and co-op are incompatible in principle?

I don't follow them well enough to have an exhaustive knowledge of them, so I'm sure someone else is much more of an authority on them than I am and could give specific examples.  For some of the roguelike subgenres or genres heavily influenced by roguelikes, like ARPGs, co-op play is almost a defining element of them.  In the most pure/traditional roguelikes, though, it seems somewhat incompatible, not so much in principle but in implementation.  The way they tend to work, where the entire world updates one cycle at a time in response to each action you take, does not fit well with more than one person playing simultaneously (i.e. the entire simulation basically has to lock and wait for the slowest player each "turn", in the simplest/most naive implementation).  With some way to work around that, or if people are willing to sacrifice it entirely and play in real time, there's not really any reason it can't work quite well otherwise.

Offline getter77

  • Jr. Member Mark II
  • **
  • Posts: 77
    • MSN Messenger - BRIAN13137@hotmail.com
    • AOL Instant Messenger - BRIAN13137
    • View Profile
Re: Roguelikes
« Reply #65 on: August 14, 2011, 09:56:42 PM »
Wow....I really should remember to check this Off Topic section more often.   :D

Aside from the nifty potential that is Dredmor, given it is getting better at a good clip despite the many folk out there that somehow miss the point and want it to be Dungeon Crawl Stone Soup: Again: With Eyebrows:  Another pair of Roguelikes, out of MANY I could get on about but will not at this time, should prove nifty to some here by most logic given the wrangling over taxonomical concerns.

Cardinal Quest  http://www.cardinalquest.com/   New, also fairly inexpensive, multi-plat, made by one guy at the core.  Probably rather good/approachable for newcomers and those not after extreme mathematical gymnasitcs.

Tales of Maj'Eyal(ToME 4):   http://te4.org/  A bevy of modes and polish, increasing all the time, with one granting a "lives" mechanic for those exploring about getting to grips with everything.  Rather spiffied out with large tiles, special effectsi, ASCII, music/sound----one of the brightest up and comers with strong module/modding support in tow.
The Roguelike Guy...also hopefully an overall skilled developer as time rolls on.

Offline zespri

  • Full Member Mark III
  • ***
  • Posts: 246
    • View Profile
Re: Roguelikes
« Reply #66 on: September 07, 2011, 06:11:18 AM »
Desktop Dungeon is an awesome 10 minutes roguelike. I played a couple of levels with the free version and I was sold. I bought a copy of their new beta and have not regretted it. If you have not seen it, take a look, you might like it.

Offline Dizzard

  • Sr. Member Mark II
  • ****
  • Posts: 365
    • View Profile
Re: Roguelikes
« Reply #67 on: November 01, 2011, 06:20:17 AM »
I'm a little unsure about rougelikes.

It isn't necessarily the challenge that I shy away from, it's just I get really attached to characters that I've spent time developing. So if I die I suddenly feel like I wasted my time because there's nothing to show for it.

That said I don't hate them or anything, in fact I'm following the development of Project Zomboid. (game about zombie apocalypse and when you're dead you're dead)




Offline zespri

  • Full Member Mark III
  • ***
  • Posts: 246
    • View Profile
Re: Roguelikes
« Reply #68 on: April 09, 2012, 06:00:31 PM »
Just came across this on steam: http://www.hackslashloot.com/

The screenshots do not make me want this game. Anyone tried it? It can't possibly be more fun that Dungeons of Dreadmor?