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Messages - King Ink

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1
ASCII is a silly requirement.  It has nothing to do with a game's mechanics.  Developers can and do make RLs that support both ASCII and tiles and the game plays exactly the same either way.

That's like saying that an FPS is only a real FPS if it's 90% grey and brown.  It's really dumb.

unfortunately the genie is already out of the bottle on the Ascii requirement.
But when I get the tardis fixed y'all are screwed. 

2
Genres do evolve. First person shooters are no longer required to be like Doom. Insisting that a roguelike must have ASCII visuals is like insisting that a first person shooter shouldn't include the ability to look up and down because Doom didn't have that. It's nonsense, and a pointlessly stifling and elitist attitude that benefits neither the games nor the people who play them.

genres evolve? If rogue-style games are seen as form rather than a genre.
The ASCII requirement would be more like the rhyming requirements of limericks.
But like I said we can not control lexical degradation we can only grouse about it.

but let us grouse it is one of the only joys left to old men.

3
So really most agree (a) procedural content + (B)perma-death + (C)(some sense of rogue influence) = roguelike.

In the old days the definition of RL used to be something like "An RPG game with poor graphics (compared to mainstream games), but much more complex mechanics and richer content". As you can see, no single word about procedural generation or permadeath. This excludes games like Diablo. In those days no one would ever consider Diablo as RL. What is more, Diablo was often used as an example what is NOT a roguelike. No one was insane enough to say that the game is like Rogue just because it has procedurally generated levels. Claims like that make me laugh.

The above definition also excludes platform games and similar stuff. Some people think that the term "roguelike" has evolved in years. I think it just has became degenerated.
My old Larn-playing heart beats in time with your statement.
If I had my druthers and could dictate what rogue-like meant I would include acsii based to the list.
but what a word means is unfortunately how it used not what it should mean.   

4
These of course are games written by one person.
being rogue-like rogue-style is not important.
point me in the right direction.

5
So really most agree (a) procedural content + (B)perma-death + (C)(some sense of rogue influence) = roguelike.

"Some sense of rogue influence" is vague.  I think the best definition for "roguelike" is "a turn-based tactical adventure game with heavily randomized content and no persistent saves."

Agreed there is (in my mind) a necessary third trait perhaps turn-based tactical adventure game is that.   

6
"What trait disqualifies a game from being a rogue-like?"

Intent


don't go visiting my intentions. don't you ever.

So really most agree (a) procedural content + (B)perma-death + (C)(some sense of rogue influence) = roguelike.

so FTL is nearly rogue-like ?
but to me not quite.

7
Player's Plaza / What trait disqualifies a game from being a rogue-like.
« on: November 08, 2013, 02:21:35 PM »
I may make a poll.

8
Other Announcements / Re: Web of influence
« on: October 27, 2013, 03:45:50 AM »
you can download the full-sized image.

9
Other Announcements / Re: Web of influence
« on: October 24, 2013, 03:12:10 PM »
Why can't you see it?

10
Other Announcements / Re: Web of influence
« on: October 22, 2013, 02:29:47 PM »
I did some fixes although chess rogue may still be on there twice.
http://jakobvirgil.blogspot.com/2013/10/a-map-of-roguish-influence.html

11
Other Announcements / Re: Web of influence
« on: October 21, 2013, 03:13:27 PM »

Essentially the map before with all the games listed as stable on http://roguebasin.roguelikedevelopment.org/index.php?title=Category:Stable_games
dropping those that did not connect to the graph.

http://jakobvirgil.blogspot.com/2013/10/a-map-of-roguish-influence.html

12
Programming / Re: Leveling/Experience
« on: October 18, 2013, 02:34:23 PM »
Pen-and-paper Burning Wheel RPG has a system that could serve as inspiration for roguelike developers. Basically, skills advance by repeated use, but it only counts if there's a significant chance of failure and you risk negative consequences on failure. Of course, adjudicating this is harder in a cRPG....

this is exactly what I am saying with my you advance when you fail at a skill scheme.

13
Other Announcements / Re: Web of influence
« on: October 18, 2013, 01:31:05 PM »
I am not looking for opinion on the links they are not mine and they are what they are.
You know, ADOM started out heavily influenced by Nethack

I read that in the article I think adding the link is warranted.
I see a definite Omega influence on Adom as well and the wiki used to agree but since herr Dr. Biskop changed it himself who am I to argue.
   

14
Other Announcements / Web of influence
« on: October 17, 2013, 04:32:23 PM »

Most data is from http://roguebasin.roguelikedevelopment.org/
with the exception of the Rogue Influence on Omega which is from the cat file in the omega src.
I threw in the games listed at http://forums.roguetemple.com/index.php?topic=3590.15
things that are Rogue-style games are red circles things that are not are blue.
I have withheld my opinion the links are strictly from the sources.
   
I am looking for what games are important but missing from the graph?
I am not looking for opinion on the links they are not mine and they are what they are.

15
Programming / Re: Leveling/Experience
« on: October 15, 2013, 06:20:34 PM »
sounds like a lot of work.

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