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Messages - RylandAlmanza

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Development Process & non-technical / Re: Hi! New Developer Here!
« on: June 04, 2014, 02:13:16 PM »
Hi Kimchi,

If you hang out on IRC at all, you should join #rgrd on Quakenet. Fun little conversations there every once in a while. Also, what does "tileless" mean? I think I like the idea, but I'm not sure what it is! :)

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Woah! This update only took a little over 10 years!

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Design / Re: Drunken Master cave generation
« on: May 12, 2014, 10:16:24 PM »
Cool stuff. I look forward to your examples. I've made a couple cave-generating algorithm's based on drunkard walk, so it would be interesting to compare results.

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I'll play on Linux, Android, or in a Web Browser.

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I suggest a Kobold Paladin

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Early Dev / Re: Zagadka, very early but playable
« on: October 21, 2013, 10:07:22 PM »
Any chance you could provide the source, or compile a 64-bit version?

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Off-topic (Locked) / Re: forumHACK
« on: October 18, 2013, 09:25:57 PM »
*Rooting through basement*
*Finds old computer, decides to turn it on.*
*Looks through games. Only one listed is FHack*
*Starts FHack*

"Woah, I still have a game saved from the last time I used this box years ago."

Search

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Welcome Lily, welcome Robbie. :)

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Programming / Which Aesthetics of Play can Roguelikes Satisfy
« on: June 28, 2013, 07:46:21 AM »
Watch this before responding please: http://youtu.be/uepAJ-rqJKA

(Sisclaimer: I'm pretty drunk, so if this post makes no sense, I'll edit it tomorrow)

I think this video makes a lot of good points on how we categorize games as opposed to how we should be categorizing games. We define games based on mechanics instead of aesthetics.

To refresh your memory, here are the eight aesthetics defined in the video:
  • Sensation: Game as sense-pleasure
  • Fantasy: Game as make-believe
  • Narative: Game as drama
  • Challenge: Game as obstacle course
  • Fellowship: Game as social framework
  • Discovery: Game as uncharted territory
  • Expression: Game as self-discovery
  • Submission: Game as pastime

It seems to me like roguelikes generally only satisfy challenge, and possibly submission with some exceptions. As far as discovery goes, it is true that the dungeons are randomly generated, but I feel this more just goes towards making the game more challenging since you will generally come across the same things either way, just in a different order. I feel there are exceptions, such as brogue, which satisfies sensation very well in my opinion. What aesthetics do you think roguelikes satisfy, and what aesthetics do you think they CAN satisfy.

(Disclaimer 2: drunk)

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Design / Re: Why to play games - permadeath discussion followup
« on: June 27, 2013, 01:00:19 AM »
This is a really good watch. I hate watching videos, and usually don't link to them, but I think this makes a lot of awesome points.

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Off-topic (Locked) / Re: Why hasn't anyone done this before?
« on: June 23, 2013, 04:08:50 AM »
Could be fun, but I'd imagine you'd have to be very skillful with a touchscreen to create a decent looking font.

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Programming / Re: Easy to mod engine for an Underdark roguelike
« on: June 19, 2013, 05:41:49 PM »
My programming skills are enough to mod some or contribute to an already existing open source, but I don't know enough to start from scratch (unless there's an ABSOLUTELY AMAZING step-by-step guide of some sort)

http://roguebasin.roguelikedevelopment.org/index.php?title=How_to_Write_a_Roguelike_in_15_Steps
The key is to start simple. Really simple. And from that starting point, just add tiny little additions one step at a time. It seems tedious, but it feels really nice once you start to get somewhere. Definitely a better feeling than just modding an existing engine.

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Traditional Roguelikes (Turn Based) / Re: BASMENT DWELLERS 0.4
« on: June 18, 2013, 09:08:38 PM »
I kind of like the lack of depth. I'm going to refer to it as "simplicity" instead, and encourage it.

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Programming / Re: Game Requests
« on: June 17, 2013, 06:43:56 PM »
I've made several games, but never fully completed any because I haven't had a single good idea. I just recently thought of my first good idea ever, but this idea is super secret. (Actually, I'm just at work and don't have much time to explain it yet.)

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