Temple of The Roguelike Forums
Websites => Off-topic (Locked) => Topic started by: liquidsoap on August 18, 2012, 12:46:29 AM
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I have been switching between making my game a scrollable game where the player is always in the middle and the map just scrolls behind and a game where the map does not move and the player will move up and down on the screen. I am stuck on deciding which way to move forward with. If the game is scrollable then I could have bigger maps. If it is not scrollable I could have smaller map but maybe just more levels in the dungeon. So what way do you guys prefer?
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I definitely prefere screen-sized non scrollable maps like Adom, DoomRL A quest too far, Infra arcana, etc. I like having more control and knowledge about things and therefore a bit more rewarded to play tactically. In addition it adds some kind of "intimacy" to the game experience.
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I feel like a scrolling map provides more of an immersive experience, because you only see near your character and the focus is on it, whereas a screen-sized map enhances the feeling that you are merely playing a map.
Both are fine, and what type of game you want to make should determine which you choose.
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I vote single screen. Quicker levels. If you are doing tiles you often need a scrolling screen because tiles can run pretty large.
Try both types of games. Brogue is a good one that is single screen. Crawl and Tome have tiles and scroll. Can't think of a tiled roguelike that doesn't scroll right now...
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Can't think of a tiled roguelike that doesn't scroll right now...
Infra Arcana
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GRAH! Now I feel stupid. I just played that.
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You could also have a mix of both. Once the player gets near the edge of the screen, the map is centered on that location. I believe Angband takes this approach. I think it's a little less jarring than the 'always centered' approach.
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I like small levels, so with ascii graphics it usually means non-scrolling. I'm not against scrolling ones either, as long as the levels are not huge.
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If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.
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Scrolling with every move is quite awkward in roguelikes, at least for me. I'd get lost in all that ASCII stuff if it changed all the time. But the funny thing is that you can make it optional. That's how it's done in Fame.
The decision about tile size or number is a separate thing, though. The best approach is to make it as flexible as you can - that is, your game should look good with either tile size and be ready for (almost) any tile number. That way it should be fairly easy to please most of the players.
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If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.
Dozens? :D
Just a small 80x24 dungeon contains 1920 cells.
But okay, that is dozens - 160 of them!
</nitpick>
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Dozens? :D
Just a small 80x24 dungeon contains 1920 cells.
But okay, that is dozens - 160 of them!
</nitpick>
I was thinking dozens per row or column, and ended up just writing out dozens. I meant thousands :P
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If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.
Definitely have to agree. It's the map that matters and can be your decision maker.
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I fall firmly into the group that thinks a single screen map is more fun. If that does not fit in with your development plan, then of course scroll the map. But for me I like a single screen. It's not a deal breaker though.
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I definitely prefere screen-sized non scrollable maps like Adom, DoomRL A quest too far, Infra arcana, etc. I like having more control and knowledge about things and therefore a bit more rewarded to play tactically. In addition it adds some kind of "intimacy" to the game experience.
Yeah non-scrolling maps own. The lower number of rooms gives the developer better opportunities to make each individual room more dangerous or rewarding. You don't need to check a map to remember what the opposite side of the gigantic level looked like. They usually lead to shorter, more intense games and That's A Good Thing.
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Scrolling for immersion, single screen for strategy. Both is ok. But scrolling is harder to "get right".
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When I first played Moria, the scrolling dungeon was nice. It felt as though I could get lost. Variety is a good thing.
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Ben if you want to get really lost try a branching dungeon...gah!
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Pixel Dungeon does it quite nicely, being scrollable but allowing you to zoom in and out so that you can see the whole map if you want.
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I think it depends on what you are aiming at. Scrolling is only good if your aim is to give the player a challenge in finding the correct way.