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Traditional Roguelikes (Turn-based) / Re: Tips on easy-to-learn roguelikes?
« on: May 13, 2013, 12:02:19 AM »
Frozen depths, Larn, NLarn.
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Jim: excellent post. Good insight.Well, I completely disagree.Permadeath is a very small feature to exclude something as a roguelike over. It's a smaller feature than tiles.
This is crazy. So many roguelike mechanics are fundamentally built around permadeath. They don't make sense without it. A roguelike with tiles is still the same game. It looks different, but plays exactly the same. Allow unlimited saving and loading in most roguelikes and the end result is complete nonsense. Risk-reward mechanics no longer function - risk is completely negated, leaving only reward. Item identification and other knowledge-based mechanic stop functioning. You can chug every potion you find right then and there. Even if it's a potion of death, there's nothing to worry about, because you can't actually die.
And all of that applies to a hundred other mechanics as well. Everything changes when you replace permadeath with persistent saves.
Popularity and financial success are poor indicators of quality.I think that most game developers want their games to be popular and financially successful. Most game devs probably spend a lot of time trying to make their games popular and financially successful.
I don't know what that article was about. Permadeath is a feature of a roguelike. So? What is the problem. Let me answer for you: you are the problem.There isn't a problem, as I keep saying anyone can implement it if they want to. I'm also not sure who the "you" is that you're referring to in this, and what "problem" caused by this person is.
The thing is, a huge number of successful, mainstream games offer no challenge whatsoever.As you say, those games are successful and mainstream... It's hard to argue that successful mainstream games are doing something majorly wrong when they're successful and mainstream. I understand that you and many other gamers want games to be harder, but there is an equally large if not much larger group that likes the ease of difficulty that mainstream games provide. If most players really disliked saving and loading as much as you say then it wouldn't be a feature of virtually every successful mainstream game, and the games that had it wouldn't be successful and mainstream.
All programming is, really. Main is called, and then main calls things, and those things call things, and those things call things, and then one day all of those return and you end up back at main and main returns. It's inescapable. Even in a multithreaded program, main initiates the threads, and the threads one day return before main returns. The whole of programming is a cascading hierarchy of updates starting at the program entry point.I bet that if everyone puts their functions wherever they want, we'll all end up happy.Quotelike you ask your main game loop to update everything that needs updated.I don't have my main game loop update everything. I ask the objects to update themselves. And I don't even do it in the main game loop. The map does it.
It's a cascading hierarchy of updates.
like you ask your main game loop to update everything that needs updated.I don't have my main game loop update everything. I ask the objects to update themselves. And I don't even do it in the main game loop. The map does it.