Temple of The Roguelike Forums
Development => Design => Topic started by: SarahW on November 28, 2018, 03:14:22 PM
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What Roguelike that comes to mind to me, was one introduced to me by my ex room mate. It was a game called Sanctuary. The map design was using letter based murals, rather than simple letters and numbers.
But it at least seems like it doesn't have to have that major difference to count as a separate system.
Even if something were turn-based (I'm considering basing the grid on some other kind of turn like system) my mind doesn't really perceive it as turn based if turns were not actively being counted.
The turn based only really becomes obvious, when I use simple murals for battle systems.
I'm having to rethink how I approach everything, as I'm thinking I might focus on puzzle solving and investigation, rather than action in my next few sets of variations on the Nihilist theme.
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Topic is old but may be helpful for lots of individual who has same opinion about it like this.
Yes, Roguelike offeres various battle system that keep them seperate from other genres. There are some popular ways where roguelike games can offer distinct battle systems:
1. Procedural Generation
2. Permadeath
3. Resource Management
4. Turn-Based Tactics
5. Character Progression
6. Environmental Interaction
7. Unique Abilities and Races
8. Asymmetrical Gameplay
9. Narrative Integration
Thanks