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Off-topic (Locked) / 2048
« on: March 11, 2014, 10:26:49 AM »
This game is interesting:

It is turn-based, grid-based, randomly generated, features permadeath, non-modality, resource management, (almost) ASCII display, and numbers are shown. It is also a procedural death labyrinth. But somehow I get the best scores by playing randomly.

NotEye invites the 7DRL participants to create roguelikes using the NotEye library!

What is NotEye?
NotEye is a library which provides  graphics (traditional console look and feel, tiles, or modern third person view modes), as well as other features (accessibility functions for playing on laptops, recording, phpBB screenshots etc.). NotEye is used by the newest versions of  ADOM, PRIME, and Hydra Slayer. See ADOM or Hydra Slayer to see what NotEye can do (PRIME uses an older version of NotEye).

Are there any special rewards for accepting the invitation?
I am planning to support all the 7DRL participants using NotEye. This means, answering questions (about NotEye, general programming, or design), testing, whatever. If what you want is of general use, this might create quick new releases of NotEye. Use this RogueTemple thread, or e-mail ( Also, your 7DRL will be included with the future versions of NotEye, which means that more people will play your game. This assumes the game is free software (open source), is not too bulky, has better quality than the samples currently included with NotEye (which are a @ moving on screen with more or less interesting one-hit-point monsters, depending on the language), and of course that you actually want it. (Bulky and non-free games might still be included in the NotEye bundle.)

Can I use NotEye for free?
NotEye is currently under GPL, which means that you can use it freely in your own GPL projects. This means that you have to release the source, and allow other people to modify your game -- thus, for example, you probably cannot use NotEye freely together with commercially licensed tilesets, such as the Oryx roguelike tilesets. If you do not like this, contact me, and we can make a deal (that is, a licensing exception, as it is done in ADOM).

But I do not know how to program...
You could try learning Python. See the Python course at Codecademy, or the official Python tutorial. Then, see the Python roguelike tutorial at RogueBasin  (it is for libtcod, but many things should work with NotEye, too).

What languages can I use?
NotEye 7.5 includes samples written in C, C++, Java, Python, and Free Pascal. To access more powerful features of NotEye, you also need to write a game script in Lua. (Otherwise the only graphics you get are ASCII characters in a boring ASCII dungeon. Not much, but I play DCSS myself in this mode, rather than pure ASCII or the official Tiles version.) See the NotEye development docs for more information about NotEye development. (I am still working on the docs.)

I am planning to write a pure ASCII roguelike. Why should I use NotEye instead of Curses (or another terminal library)?
If you want your game to run only on Linux, then Curses is fine. But there are many problems with Curses in Windows: it is impossible to go full screen, colors are weird, and so on. For this reason, most new roguelike projects use a more modern roguelike library (such as NotEye or Libtcod, aka the Doryen Library) rather than Curses. Also they provide a more portable keyboard handling than Curses. And note that NotEye has more features than just the funky graphical modes.

And why should I use NotEye instead of Libtcod?
NotEye is developed more actively than Libtcod. Also, NotEye has many more features than Libtcod (tile/3D graphical modes, streaming, laptop accessibility, etc.) Also, contrary to Libtcod, NotEye can output to a system terminal, which makes NotEye roguelikes playable online (using an SSH client) or by  blind players (at least in theory).

Okay, but why not simple write it in Libtcod or Curses? Apparently NotEye works with Libtcod and Curses games.
Yes, NotEye works with Libtcod and Curses games, but more advanced features (such as the smooth sprite movement or HP bars) work only for games using the NotEye library (which allows NotEye to access the game's functions, instead of just reading its screen). Also, this is quite slow and inconvenient -- especially with Libtcod, which is done by substituting the Libtcod library and breaks if the game uses a wrong version of libtcod (like Jeff Lait's great 7DRLs), and uses a TCP/IP connection between the two processes).

Are there any reasons to use Libtcod instead of NotEye?
Libtcod is a single file (plus the font file), while NotEye is much more bulky. Also, Libtcod provides several algorithms useful in programming of roguelike logic, such as field-of-vision or pathfinding. Although these tasks may seem daunting to newbies, in some cases using someone else's code is harder and less fun than writing your own, and there are simple solutions, too: pathfinding can be done with breadth-first search, and field-of-vision can be done simply by tracing a line from the player to each cell on the boundary of the map (not very efficient, but it should not matter in most cases). See the sources of Hydra Slayer where both of these approaches are used (functions  seeall() and bfs(...)).

How NotEye compares to T-Engine?
NotEye is just a frontend, while T-Engine is a full engine to write roguelike games -- basically, everything that is used in ToME can be used in a T-Engine game. On the other hand, T-Engine is very bulky, its games often look too much like ToME (which I don't like personally), and it seems hard to find documentation how to use it. And with T-Engine, you have to program the whole game in Lua, while NotEye  uses Lua only for the "game script" part, and gives more choices for the game itself.

How NotEye compares to Unity?
I do not know much about Unity, but from my experiences, it aims to be a tool to create 3D games, not roguelikes, and roguelikes written in it look quite strange in my opinion. It restricts your choice of programming languages, but extends your choice of systems where your game runs (although I had problems running it on Linux IIRC). Also Unity is commercial, while NotEye is GPL.

What if I want to create browser or mobile games?
Unfortunately, NotEye currently does not work on mobile OSes. I am planning to add support for mobile games in the future, but this is not done yet. No idea about browser games, too.

Other Announcements / ROTY advertisement fairness
« on: December 30, 2012, 10:28:28 PM »
Some people think that methods used by DarkGod to promote ToME's success in the ROTY 2012 poll are unfair (like messages which pop up when you start the game, or e-mails sent to all registered players).

I am not sure how to phrase the question, but I would like to run a poll to know how our community feels about this. The question is simple, and of course many other questions remain (should the rules change? was ADOM cheating? etc.)

Incubator / Hydra Slayer
« on: July 05, 2012, 07:10:00 PM »

Hydra Slayer joins the Roguelike Bundle!

You can download Version 13.1, and read the detailed changelog on the blog.

The biggest change is that NotEye is now integrated, which makes it look much more professional IMO. Other additions include a tutorial to show the new players what the game is about, music from Rogue Bard, achievements, and three new artifact weapons.

As a member of Roguelike Incubator, Hydra Slayer would like some feedback.

Are there any things which could turn new players away?

Maybe ingame texts could be improved? (I am hoping for Darren, since he writes text for ToME and other games)

The Android version did not get an update yet, but if you have any ideas about how to make it more accessible, then they could be helpful. (It also has a "social" version which uses some third party services for achievements, global highscores and sharing, but it seems just a few people have played it successfully)

Controversial ideas: I think it could be cool to change the theme to Greek mythology instead of generic fantasy, but it has already too many things which I have no idea how to fit into Greek mythology, so probably not. I think that the new Auto-attack cheat is interesting, as it allows experienced characters to concentrate on accumulating the best possible equipment without having to solve each battle (for others it probably causes more harm than help). I think it is a reasonable way of playing the game, but it counts as cheating, so highscores thus obtained won't be recorded.

Good luck!

Temple of the Roguelike / IRLDb: a report after a year of voting
« on: May 07, 2012, 11:34:58 AM »
It is roughly a year since the IRLDb has been updated last time. I think it is a good time to summarize the results of IRLDb's community features.

Here is the list of roguelikes sorted by average rating.

After removing games with 1-2 votes, we have a clear winner: Spelunky, with 8 votes, average of 4.625. I think most of us don't agree that it is fully a roguelike. But I think that it is even more impressive that a platformer ranked so high on a forum for people who like games where you can think for as long as you want, and quick reflexes  are irrelevant. Congratulations! I think it would be great to feature Spelunky on the Roguelike Radio, or have Derek Yu talk about his adventures with Spelunky, DoomRL and other roguelikes. Or maybe we should wait for the upcoming new version of Spelunky for XBLA.

We have also 8 games with only one "5" vote (Diggr, Elona, JauntTrooper, DrashRL, Mutant Aliens, Tiny Angband, UnNetHack, UnAngband), and 6 games with one "5" and one "4" vote (Chess Rogue, Expedition, Hydra Slayer, Incursion, NPPAngband, Prospector). On one hand single votes don't mean much. On the other hand, they do mean that someone has played this game and really liked it ("5" is defined as "everyone should play it!"). In our roguelike community, we pride ourselves for playing games which are good but not very popular (due to lack of advertisements), but there could be still even less popular games which are even better. I recommend everyone to try these games, and place their votes, either to confirm the quality or to show that they are overrated. :)

Then, we have Dungeon Crawl Stone Soup. After removing all games with one or two votes, and Spelunky (which is less roguelike), this classic (but constantly updated) game wins both in terms of quality (4.44) and popularity (16 votes). Congratulations!

A bit surprisingly (for me), the next place goes to Rogue itself (5 votes, 4.2 average). I think it confirms what has been mentioned many times in the Roguelike Radio: Rogue was a game where everything was invented from scratch, and everything fits together really well. Other games just imitate Rogue, and some features are there just for a tradition, and no longer fit so well.

The next place goes to ADOM (4.18 average, 11 votes). Hopefully ADOM II will be even better!

Then we have the highest rated new roguelike: T.o.M.E.  with 12 votes and 4.08 average. Despite having many fans, and winning Roguelike of the Year for two years in the row, it still loses to classics such as DCSS and ADOM.

Two games with 5 votes averaging 4: Brogue and Smart Kobold. Again, I find it surprising that Brogue is ranked lower than Rogue (and since it seems quite popular, I would expect more votes for it). Smart Kobold is the highest rated 7DRL. Congratulations!

We have also the old Castle of the Winds with 4 votes averaging 4, and 22 games with one or two votes averaging 4. I won't list all of them.

POWDER gets 7 votes (average 3.86), and IVAN gets 6 votes (average of 3.83) (I am surprised that it seems relatively so popular). I am very surprised at the low average score of Dwarf Fortress (10 votes, average 3.8 ) and DoomRL (8 votes, average 3.75). We also have a mainstream commercial game in this region, Diablo, with 6 votes and average 3.67.

Both Angband and Nethack have 11 votes with average 3.09. Probably most people who know what roguelikes are, but do not know much about the genre, think about one of these two. But in fact, their ranking is much lower than both newer games such as TOME and Brogue, and other old classics such as Rogue and ADOM. Let's tell people not satisfied with Angband and Nethack that there are other great roguelikes! I am especially surprised how popular they are on Android (Angband has 10000+ downloads and rating 4.0, and NetHack has 50000+ downloads and rating 4.1; and their interface was not obviously designed for mobile devices... well, Legends of Yore is designed for mobile devices and has 50000+ downloads and rating 4.6, so it is better).

Yet another surprising thing is the position of Dungeons of Dredmor. A runner-up for Roguelike of the Year 2011 gets only two votes averaging 2.0. Come on, I think it should have some fans on RogueTemple...

So, now go vote for roguelikes that you think are overrated, underrated, or rightly rated but you just want to confirm it. Your votes are linked to your Roguetemple forum account, so if you are registered on the forum, you can rate roguelikes right away. The most popular game (DCSS) has 16 votes, it is still much less than the number of registered members after the purge (849). I hope some of the content of this post will be outdated soon. ;)

If a game is missing from IRLDb, just add it to RogueBasin, and it should appear in IRLDb tomorrow.

Also don't forget to mark the games you have won in the XP column. Lord Blade seems to be the best roguelike player, with 10 special victories in different roguelikes (@@@@@) and 3 more normal victories (@@@@). Congratulations!

There is also a feedback feature which allows to provide detailed reviews, feedback and whatever, but it does not seem to be very popular.

Traditional Roguelikes (Turn Based) / HyperRogue version 8.0
« on: March 13, 2012, 01:01:18 AM »
Game title: HyperRogue
Game version: 8.0
Release date: Nov 4, 2015
Main website: link
Synopsis: hyperbolic geometry, hunt treasures, no hitpoints

The original Hyperbolic Rogue was an out of challenge 7DRL (in fact a 6DRL, even less). Just a @ moving on the map. For the 7DRLC I have added more polish, and more features, while keeping most of the spirit.

HyperRogue II was a 7DRLC Challenge 2012 entry.

You are still a lone adventurer trapped in a strange world. You still hunt for treasures, while being hunted by monsters yourself. You still have to hit the monsters before they hit you.

However, the world is much richer now. There are seven types of lands for you to travel, each with specific monsters, treasures, and terrain features. You can also find some magical orbs, which give you temporary magical powers.

The game also became more user friendly. You get tooltips and help, and a configuration screen, instead of having to press strange keys.

I still have four days until the 7DRL challenge ends, but I am running out of good ideas. I originally planned to introduce some Economy but I don't see how it could be done without making HyperRogue a worse game. I have tested the game and I think everything works very well, but in case if someone finds some nasty bug, or suggests a new awesome feature, I can still do it on Friday. :)

Download from the website, and have fun!

Traditional Roguelikes (Turn Based) / Hyperbolic Rogue
« on: November 07, 2011, 11:56:22 AM »
Most roguelikes allow 8-directional movement, like Rogue. Recently there are many new roguelikes which explore changing this geometrical structure. Some games use 4-directional movement, and there are also some based on a hex grid. My Hydra Slayer and Vapors of Insanity both allow the player to choose one of these three geometries.

I thought that it would be interesting to create something even more different. Hyperbolic Rogue is set on a hyperbolic plane, and the map is composed of hexagons and heptagons.

Another interesting feature of Hyperbolic Rogue is heat. Your body generates heat, which attracts ice wolves and melts down ice walls.

I wanted to wait with this for the 7DRL challenge, but could not resist the temptation and wrote it right away (in 5 days).

After more than a year, a new version of Necklace of the Eye (3.0) has been released!

If you do not know what it is, go to its homepage (in short, a frontend which modifies the interface of roguelikes by adding classic DOS, tiles and First Person Perspective display, extra options like screenshot taking, etc).

If you know the older versions, this new version has the following new major features:

  • Works not only under Windows, but also under Linux.
  • Lua scripting. You now have much greater flexibility in adapting NotEye to new games, and also can use Lua scripting to change the game interface in other ways (e.g. create automatic players to do boring stuff for you) or even to create new roguelikes in NotEye itself (although I am not sure how this compares to other RL dev methods).
  • Easier to use (press Ctrl+M to get the NotEye menu).
  • Includes a nice menu from which you can choose the game you want to play (again, easier to use).
  • Basic mouse control.
  • Includes Hydra Slayer to show the capabilities. Hydra Slayer has a full tileset (both in orthogonal and hex mode) and basic mouse control (you can switch weapons and move).

Read more about NotEye and download it from here.

Good luck to all your Roguelike characters played via NotEye!

Game title: Vapors of Insanity
Game version: 0.56
Release date: June 27, 2012
Main website: Link
Synopsis: A big and detailed roguelike inspired by the classic majors, with a mixture of many classic and original systems

The original announcement post (0.50):

This is the first release of my big roguelike, named Vapors of Insanity. It is intended to be a major roguelike. It already has lots of features, but probably also lots of bugs, imbalances, and other bad stuff. Check it out at your own risk! :)
Vapors of Insanity is a roguelike game set on a paradise island of Fortarica, where the common Humans, mighty Dwarves and Orcs, insect-like Melissans and Formicans, and many more people lived in peace and harmony... until now. One day, you wake up, and see magical fog everywhere around you, and every man and beast around seems to become a mindless machine, wanting only to kill you! The only way to find the source of the problem is to fight the crazy beasts, hoping that you will find a way to remove the vapors, and the beasts will be sane again... Will you be able to win?

Vapors of Insanity features:

  • A big three-dimensional world, consisting of a big variety of outdoor, building, and underground locations.
  • You can play both in hex and orthogonal mode.
  • An original spell system, where you can build complicated spells using simpler spells as components.
  • Also original skill/experience and fighting systems.
  • Many hopefully interesting magical gadgets that can be found.
  • A variety of creatures and items to find: about 150 types of items, 150 species of monsters and plants, 150 materials (including potions), 150 types of magical runes, 80 skills and spells; some of them are parametrized. These include both the standard high fantasy stuff and more original ideas.
  • Graphics that are supposed to not only have the advantages of a graphical display (better aesthetics, accessibility for new players), but also the roguelikes' classical ASCII display (clarity, allowing one to use imagination, simplicity of creation of new monsters and items). An ASCII mode is also provided for SSH access, and other hardcore ASCII fans.

For developers:

  • Most of the game written in a special scripting language called VaporGS, allowing developers to create new modules, which can be simply placed in an appropriate game to modify the game somehow; these can range from minor additions (and you should be able to easily use several such additions at one time, if there are no obvious conflicts); they can be also provided as either open source (for educational purposes), or as closed source (if you want to have hidden secrets)
  • The language is based on a extension of the Object Oriented paradigm, where objects can modify other objects by providing additional methods to them (like a ring of flying providing a flying ability to the wearer, but this paradigm has been applied in many various ways)

(Note: the development tools and the script sources are not yet available in the current release)


Hydra Slayer has an version for Android devices now!

The gameplay is almost exactly the same as in the normal desktop version (includes the auto-explore mode which did not make it into the desktop version yet :) and there are some other minor changes).

I think Hydra Slayer is better for handhelds than an average roguelike, because the amount of different keys required to play is small (4 movement directions + switch weapon + inventory + pickup, and you rarely have to do anything else), and thus should work for devices without keyboard. The Android version uses the different screen type (things are rearranged a bit in portrait mode), buttons, and has graphics, which make it quite a pleasant experience.

Website: link

EDIT: Corrected the first line.


the IRLDb (International Roguelike Database) now has some community features. If you are playing many different roguelikes, you can now easily share your experiences about them!

  • You can provide your experience level (XP) with all roguelikes. You can list roguelikes you have won, ones which you think you are expert at, ones which you have just tried, etc. Here is my page as an example.
  • You can say which roguelikes you think are the best, and in general rate their quality. (You can choose whether you want your vote public or not.)
  • In case if this was not enough, you can provide comments about each game, which will be available via IRLDb (together with the list of players of all XP levels)!
  • Your information is linked to your RogueTemple forum account.

Also it has a new layout by Slash!

Happy databasing!

After playing MathRL I have decided to try to create another roguelike based on some kind of mathematics, and here is the result.

The game is all about heads, you use your weapons to cut hydras' heads, and then they grow them back, usually. You need to choose your weapons carefully, just bashing the hydras with your "best" weapon is not likely to be a successful strategy. I think choosing your set of weapons and using your resources efficiently is quite challenging and fun in Hydra Slayer.

This is a small game, created in one day of writing and one day of playtesting.

Hydra Slayer homepage

Please post your log files :)

Having combined my experiences from my IVAN3D and cons2tcod...

Necklace of the Eye is a frontend for playing roguelikes. It allows to view the roguelike just like it looked in DOS (which is difficult on newer operating systems), but also allows to add tiles and First Person Perspective displays to arbitrary console roguelikes. And there are also some other minor features.

Necklace of the Eye homepage

Traditional Roguelikes (Turn Based) / cons2tcod utility
« on: June 15, 2010, 04:41:26 PM »
Since not everybody reads this thread, I post a separate topic in this section.

cons2tcod is a replacement of the default Windows console, which allows to view roguelikes (and other text mode applications) just like they would look in DOS. Especially useful in Vista and newer, since these systems don't even allow viewing console applications in full screen. However, even on older Windows systems, this utility should be useful, because it uses the correct colors, the correct codepage (if a roguelike uses extended IBM characters, like Crawl, it should look better), and has a possiblity to change fonts.

Get it here

Traditional Roguelikes (Turn-based) / Wesband
« on: October 30, 2009, 03:57:48 PM »
Wow, good idea with Wesband, I am going to try it out now! But the name suggests that it is a Zangband variant based in the Wesnoth world (*band usually means an Angband variant), while in fact it is the other way around.  Maybe "Zangnoth" would be a better name. Or something else that does not lead to such an incorrect suggestion. I probably would not look into anything named "Wesband" because I hate Angband variants (unless I saw it in the list of Wesnoth add-ons, which would make the truth obvious).

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