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Messages - AgingMinotaur

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1
Off-topic / Re: Linux or Windows ? I think Linux
« on: January 04, 2018, 10:20:58 AM »
Oops, sorry, didn’t see the signature  :P This thread eligible for deletion, I guess.

As always,
Minotauros

2
Off-topic / Re: Linux or Windows ? I think Linux
« on: January 03, 2018, 12:27:18 PM »
I think it's mostly a question of taste and habit what each individual prefers. I go with Linux all the way, personally.

As always,
Minotauros

3
Off-topic / Re: How was year 2017?
« on: December 29, 2017, 05:53:23 PM »
Personally had a relatively crappy year, lacking in health, money, creativity and discipline. On the RL side of things, I think LoSt saw a single release. But the next version should come within the winter months, with some nice additions. Well, well, hoping for a better 2018 for all :)

As always,
Minotauros

4
Off-topic / Re: Is Finland the best country?
« on: December 27, 2017, 11:17:05 PM »
For new year's, I'm heading to Åland (if that counts), so I guess I'll see :) Regarding this:

Why this world sucks so much?
It's capitalism, baby.

As always,
Minotauros

5
The Incubator / Re: First Paradise: Interactive Futurism
« on: December 14, 2017, 10:11:01 AM »
This looks interesting and ambitious. Always cool with something happening in the hyrbid Roguelike/Interactive Ficion department.

As always,
Minotauros

6
I don't think there's a publicly available playable version.

Who cares then? It's like talking about Kaduria and wondering what kind of combat system it has. What is the point?

For Kaduria, sure. For tcod, a number of reasons could be listed, like historical interest, learning from past design experiments, etc. How is the combat system in Kaduria, by the way? ;)

As always,
Minotauros

PS. For what it's worth, I never played tcod, but remember it always looked very pretty in screen shots, especially the generated worlds.

7
Off-topic / Re: Console videogames
« on: November 19, 2017, 12:48:38 PM »
I see PS4 is getting a remake of Shadow of the Colossus, a game I was always curious about. I'm not much of a console gamer myself, though. The kids have a used Wii, which seems to have some quality games, but I barely use it except to join them in the Mario Olympics every now and then.

As always,
Minotauros

8
Announcements / Re: ADOM 2.3.8 released to the general public
« on: November 12, 2017, 12:41:42 AM »
Very exciting news. Congratulations on the release. ADOM remains the crème de la crème in the history of games overall.

Quote
Ok, this IMHO warrants a new posting
Well, updating old topic would boost it to the top in the same way as creating the new one. Lots of devs maintains the one topic - it makes Announcements section regular and systematic.

Also, no need to double post (to the "major roguelikes" section), Thomas ;)

As always,
Minotauros

9
ADOM is definitely worth checking out. Try the current free version first to see if you like it. Other than that, you've mentioned a lot of the usual suspects in your original post. You may add Elona to your list. It's a pretty wacky, Japanese take on something ADOM-inspired. Among newer Roguelikes with immersive worlds, one could mention Shadow of the Wyrm and The Temple Of Torment.

Bear in mind that the genre is typically very hack'n'slash-minded, so games with lots of puzzles and non-violent solutions are not very common. Also, I don't know exactly what you mean by "tactical combat". Practically all Roguelikes feature combat on a grid, but a lot of them have pretty shallow tactics where you end up trading blows a lot of the time. The later years have seen more games try to amend this, but typically with a more abstract/narrow scope than huge games like ADOM and Nethack. There was a short game called PrincessRL, made for the 7 Day RL jam, which has pretty sweet tactical combat. For interesting tactics, there are also some modern, puzzley games like Hoplite and HyperRogue.

As always,
Minotauros

10
Events and News / Re: Roguelike Radio podcast
« on: October 30, 2017, 08:00:23 AM »
New episode out, for those who didn't notice yet ;)
http://www.roguelikeradio.com/2017/10/episode-140-horror.html

As always,
Minotauros

11
Off-topic / Re: My little rant about anarchism
« on: October 28, 2017, 01:50:56 PM »
Well, actually... ;) ... there is a long tradition of anarchist thinkers, who are quite unlike one another, but the ones preaching the kind of lawlessness you describe are very few and far between (most of those would be under 18 years of age, methinks, and haven't really studied the topic). Rather, anarchist theory typically shares a lot of its analysis with marxism/socialism, but putting much more emphasis on libertarian ideas. Where Marx was preoccupied with the disparity between economic classes, anarchists are typically more concerned with power relations in general. Some may be utopian to the point of naivety, others offer practical solutions and ideas for self-organized societies. If you're interested in the topic, try reading an anthology or something, and while you may quite disagree with the goals and methods, you'll at least come to realize that anarchism really has very little to do with the kind of "anti-society" you describe in your original post.

As always,
Minotauros

12
Player's Plaza / Re: Roguelike with persistent (or seed generated) world?
« on: October 27, 2017, 07:55:38 PM »
I never got much further than early midgame of Legerdemain, actually. Still, I'm shamelessly recommending it east and west :)

As always,
Minotauros

13
Player's Plaza / Re: Roguelike with persistent (or seed generated) world?
« on: October 22, 2017, 09:59:54 AM »
Development of Rogue was actually started in 2019 by mole people from Venus. Toy and Wichman releasing as early as they did, was just a case of plagiarization by anticipation.

As always,
Minotauros

14
Design / Re: Approaching "enemy sees player"
« on: October 18, 2017, 07:07:19 AM »
My own design philosophy involves not to overthink whatever I can avoid. Since this mainly touches on events happening outside of the player's line of sight, I think it's okay to give one self some leeway here. I think the effect we are looking for, is two-fold: We want the player to get the feeling they are moving around in a living world, but we also don't want interesting events to play out outside of the player's line of sight. It's cool to come into a room where a knight and a bear are in the middle of a fight, for instance. It's less interesting to explore a dungeon full of already vanquished enemies.

Both my games that ever saw a release has a variant of "wake up monsters when player is at a certain distance". My first game had very strict division of the map into different rooms, and I'd simply let monsters wake up whenever a tile belonging to their home room came into the player's line of sight (including outer walls/doors, so most monsters would wake up when the player was somewhere in the room adjacent to them). My current project plays in an open landscape rather than a dungeon. Here I just divided the map into big chunks (approx. 16 x 16 points), and I make sure that all beings currently in the same map chunk as the player, or one adjacent to it, is active. As the player moves around, map chunks that are too far away are conversely put to sleep again.

As always,
Minotauros

15
Temple of the Roguelike / Re: roguetemple.com moved to wordpress.com
« on: October 17, 2017, 10:28:01 AM »
Seems to work fine from here, at least.

As always,
Minotauros

(edit: Epiphany browser on Debian)

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