Temple of The Roguelike Forums
Development => Programming => Topic started by: Lummox JR on August 05, 2007, 08:30:00 PM
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Sean Howard has an interesting post at his game mechanics page about Roguelikes:
http://www.squidi.net/three/entry.php?id=53 (http://www.squidi.net/three/entry.php?id=53)
The first part is a neat idea, but the real meat is below. The idea is to encourage Roguelikes to go with a simpler interface instead of having a zillion and one commands that only work on one item each, or menuize item interaction in a way that's simpler. It certainly makes a lot of sense.
Also of note is his article on procedural content:
http://www.squidi.net/three/entry.php?id=37 (http://www.squidi.net/three/entry.php?id=37)
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Interesting. The first article will be useful in a small game I'm designing that has randomly created monsters and items.
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I've always liked the idea of procedurally generated content, but #37 is the first place I've seen it suggested that a language be implemented to that end. That makes more sense than anything hard-coded ever could, really, except that the danger of creating such a language is that you have to keep adding on to it as you want new features.