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Messages - Darknoon

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Traditional Roguelikes (Turn-based) / Re: glorg
« on: February 12, 2011, 05:17:41 AM »
Now now, there is no galactic council of jedi who have determined where the line is set for what is inside the idea of a roguelike. Where you set your line and where someone else sets there line can be miles apart without someone having some evil, mustache twirling intent.

I think rather than shaking your heads at what people apparently shoe horn in, writing out the physical requirements for what constitutes a roguelike would be better. You might even find that, shock horror, even if you agree glorg isn't a roguelike with someone, your requirements don't match each others? Are you trying to be trolls or just think in different ways? The latter.

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Traditional Roguelikes (Turn-based) / Re: glorg
« on: February 09, 2011, 03:44:57 AM »
I'm thinking of nethack mostly, and there are quite a few rooms where you saunter over and that's it. It's different latter in nethack, but glorg isn't that long either. In terms of the earlier levels of nethack, glorg isn't far off from what is 80% of the early nethack play.

It sounds true that glorg is not a doomrl-like.

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Traditional Roguelikes (Turn-based) / Re: glorg
« on: February 06, 2011, 10:52:01 AM »
Well, possibly I haven't played enough roguelikes either. But another possiblity is that alot of the time particular tile postion doesn't matter at all. Like say theres gold in the top left corner of a room - you walk over and get it and...that's it. That's no different from Glorg's one click exploration, really - in fact it requires more key presses for the same result.

Or say your walking through a room and out of the darkened corridor at the end some monster suddenly appears from the darkness. Well, it's as fast as you, so poof, your in combat. Same as glorg.

You can end up in some serious, chess like manouvering in a roguelike, totally. But how often is is - what percentage of time spent playing is that complex and what percentage of time spent playing is Glorg-like? It's a difficult question.

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Traditional Roguelikes (Turn-based) / Re: glorg
« on: February 06, 2011, 03:47:36 AM »
Well, you have to say that glorg pretty much takes the 'wander through corridors into rooms' and strips it down to what that is, ie, wandering through corridors into rooms.

Despite there being complicated rogue likes out there, in them your still essentially doing that.

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Classic Roguelikes / Re: Spelunky: How Deep
« on: February 05, 2011, 01:19:57 AM »
I thought the short cuts were so people who weren't going to train hard on the game could see the ending (like myself), but without dumbing down the difficulty, as there is still the honour of going from start to finish to be had for those who did train hard on it?

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Other Announcements / Re: What is good in roguelike gameplay?
« on: February 01, 2011, 08:43:56 AM »
I think if your trying to program something, try making an incredibly small game first that isolates something that is fun. I'm pretty sure most roguelikes are actually accumlations of lots of things that would be fun on their own, but gathered together are either as fun as all those parts or more fun.

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