Temple of The Roguelike Forums

Announcements => Other Announcements => Topic started by: Slash on November 29, 2007, 06:48:17 PM

Title: Building a roguelike definition
Post by: Slash on November 29, 2007, 06:48:17 PM
What is a roguelike for you?
Title: Re: Building a roguelike definition
Post by: Adral on November 29, 2007, 08:47:17 PM
What is a roguelike for you?

Ownage.
Title: Re: Building a roguelike definition
Post by: Ex on November 30, 2007, 12:04:20 PM
Anything with random maps, though traditionally with a very ascii look.

Being turn based or represented by an at-symbol helps too. Not required though. Definitely it hinges on random maps.
Title: Re: Building a roguelike definition
Post by: Robson on November 30, 2007, 07:12:14 PM
What is a roguelike for you?

Randomness
Replayability
Choice
Turn-based
Simple graphics or just characters

It's completely okay to break any of these things, as long as the game feels like rogue.
Title: Re: Building a roguelike definition
Post by: Z on December 01, 2007, 03:19:28 AM
A roguelike is a roguelike. Something like rogue. And the
more features (http://roguebasin.roguelikedevelopment.org/index.php?title=Roguelike_Alphabet) of rogue and roguelike it has, the more roguelike it is.
Title: Re: Building a roguelike definition
Post by: Konton on December 01, 2007, 08:54:34 PM
Is a genre of computer role playing game, based on fantasy of player. If someone dont have imagination in his/her mind, the roguelike game, specially in ascii graphic, become a non-sense and illogic alphanumeric grapfic mass.

Sorry for my "engrish"
Title: Re: Building a roguelike definition
Post by: dopefish7590 on December 06, 2007, 03:10:15 AM
a huge rpg style game with ascii graphics that you can do mostly everything you could in an expensive game