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Topics - King Ink

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

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.

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

Most data is from
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
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.

I think that the Dijkstra is a perfect method for finding the shortest paths through even the knottiest mazes.
It is gorgeous it is beautiful it is quick.
 But in my opinion it does not reflect how real organisms solve pathing issues.
anything produced by evolution can not be that efficient can not have such perfect knowledge of its environment.
so I came up with an alternative that brings joy to my nerdy little heart.   
Pathing by Smell.
works much like Dijkstra the goal releases a smell that smell diffuses wafts throughout the maze in game time taking turns being blocked by wall and whatnot.
critters that like the stink move to adjacent squares that have more of it then the square they are on.
fleeing creatures move to squares of less stink.
there you go.   
I wrote a game to show how it works
Stink Warrior

Classic Roguelikes / Found a Playable Version of Omega
« on: September 28, 2013, 05:10:39 PM »
If it is not a major rogue-like then  you all suck.  ;)
 here it is
by far my favorite rogue-style game.

+multiple winning scenarios.
+buckets of lizard parts.
+a completely obtuse inventory system.
+a play yourself mode.
+multiple concurrent professions.
+10 ring-fingers so 10 rings.
+make adom look friendly

now with tiles (you know for wusses  ;) )

Programming / dialect in the textbox
« on: September 18, 2013, 08:39:24 PM »
in most rogue-likes the text crawl is in proper English(or something attempting to be that.

would it be annoying to have it in in-game dialect?

example my game goblintown.

"the troll hits you in the head for  20 hp" <-rpg english
"Da troll conks yer noggin fer a pony" <-goblin dialect

thoughts, feelings, requests to shut up?


huge world
world remembers the changes made by previous characters.

working on throwing things and professions at the moment.
fighting works but you have to mean it!

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