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Design / Can Roguelikes offered a different battle system?
« on: November 28, 2018, 03:14:22 PM »
What Roguelike that comes to mind to me, was one introduced to me by my ex room mate. It was a game called Sanctuary. The map design was using letter based murals, rather than simple letters and numbers.
But it at least seems like it doesn't have to have that major difference to count as a separate system.
Even if something were turn-based (I'm considering basing the grid on some other kind of turn like system) my mind doesn't really perceive it as turn based if turns were not actively being counted.
The turn based only really becomes obvious, when I use simple murals for battle systems.
I'm having to rethink how I approach everything, as I'm thinking I might focus on puzzle solving and investigation, rather than action in my next few sets of variations on the Nihilist theme.
But it at least seems like it doesn't have to have that major difference to count as a separate system.
Even if something were turn-based (I'm considering basing the grid on some other kind of turn like system) my mind doesn't really perceive it as turn based if turns were not actively being counted.
The turn based only really becomes obvious, when I use simple murals for battle systems.
I'm having to rethink how I approach everything, as I'm thinking I might focus on puzzle solving and investigation, rather than action in my next few sets of variations on the Nihilist theme.