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Traditional Roguelikes (Turn Based) / Re: Designing Meaningful Choices in Roguelikes – How Do You Approach It?
« on: June 02, 2025, 03:37:19 AM »Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot. Outside of projects that lean in Interestingly...like Hydra Slayer and such.Totally feel that. Math is definitely baked into the DNA of programming, but when it's treated like the only lens, it can feel like you're just building fancy spreadsheets or solving textbook puzzles instead of making something alive and weird and personal.