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Messages - radad

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Programming / Re: Torso & Head direction
« on: December 20, 2012, 03:01:20 AM »
I tried implementing a directional facing method once. I rotated the world about the player though so that the player always faced up the screen. It was a little disorienting but you did get used to it.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: December 20, 2012, 02:46:46 AM »
  • The bug that could cause lighting glitches on some HTC devices is fixed (hopefully)
Fixed on my HTC Desire. Much more enjoyable to play now.

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I loved the graphics. I really enjoyed the tutorial level. I hope the rest is as story driven.

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Traditional Roguelikes (Turn-based) / Re: glorg
« on: October 24, 2010, 03:11:19 AM »
That arbitrary choice was in respect to exploration. If thats not true then what decision process do you use to decide which path to take? What factors do you take into account?

One area I find too complicated is the number of weapon choices that seem to have little difference between them. It makes the decision of which weapon to keep a chore.

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Traditional Roguelikes (Turn-based) / Re: glorg
« on: October 23, 2010, 11:12:16 PM »
I agree, glorg has no depth.

When exploring in a roguelike and you come across a choice in path, there is nothing to distinguish the choice. You have no prior knowledge to help make a decision. Both paths offer the same random occurances. Where is the fun in the decision when the choice in arbritrary? Exploration in most roguelikes *feel* like the choice for exploration given in glorg.

I have played DoomRL. I used to enjoy up until the traits were added. Then I lost interest, it was too hard to get into. Thats probably because of my limited time to play it. It was no longer a "coffe cup" game for me.

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Traditional Roguelikes (Turn-based) / glorg
« on: October 23, 2010, 01:33:19 AM »
I came across glorg recently as was interested what this community thought about it as a roguelike.

It really boils down the genre to the ultimate in simplicity. It does keeps the essentials of the roguelike/rpg. The battle system though is reduced to timing rather than tactics.

I was wondering though is this too simple? Is this simply a caricuture or does it represent a real roguelike.

I actually found it fun to play but I find a lot of roguelikes too complicated to get into. It does highlight the repetitive nature I find in most roguelikes that ultimately ends in frustration for me. I like the idea of them but I feel there should be something more to them.

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