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Traditional Roguelikes (Turn-based) / Re: Roguelike Archive
« on: November 22, 2015, 10:44:03 PM »
Nice! Would you consider sharing names so far on your missing list?
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game also even has an ASCII mode, they just haven't shown it recently.Hooray! It is very nice to know the team has classic roguelike enthusiasts in memory.
When you attack a monster, your chance of hitting it is 5%, plus 5% times your experience level, plus 5% times the monster's armor class.
Regardless, do not change the hotkeys for specific items. I don't want "m" that was the key for a wand to suddenly change to a scroll. That would be pretty disastrous.Yeah, see also NetHack problem of zapping wand in slot 'z', drinking potion in slot 'q' and eating stuff in slot 'e' (doubly tragic if you are a metallivore and that armor piece was essential for your ascension kit), applying stuff in 'a' and anything requiring confirmation in slot 'y'. Terrible UI kludge. I will be dropping the automatic item assignment mechanism. Instead, the letters will be assigned ADOM style with some exceptions made if player specifically used the adjust command to bind an item to a letter slot.
What about adding items at the end as the player picks them up (sort them by the pick up time essentially) and letting player to move them around in inventory afterwards?For games with lots of loot this introduces considerable tedium or has players leaving inventory in a mess which does not help enjoy the game. I cannot go this way. When items are scarce this can be very effective though!
The assumption here seems to be that there is one way to view the inventory: a big list of items. Is it possible to rethink the way that inventory is displayed in a particular game?Certainly I can, as I am in process of tearing the UI down and replacing it. It bears so many flaws of the old days something had to be done about it.
separate bags like in MMOsOr NetHack. Strangely, I do not remember any other roguelike that also implements them. Has anyone? I wonder if gong this route is going to help inventory management or make it harder. Still, it seems to be good for the game theme. Buckets for the janitor, portable refrigerator, safes, dimensional compressors ...
I'm talking about damage-per-game-second...Then you are talking of damage per (standard length) turn, not damage per second.
Even if they are turn-based, if actions cost *varying* amounts of action points/units (or whatever it's called), then it starts again making sense, no? My in-the-works game plans to use such a system, so I'd be interested to hear any strong (but reasonable) opinions against such a systemActually, it still does not. If I press the attack buttons very fast my rusty thoroughly corroded -5 tin opener will do more damage per second than your broadsword.
1. Why is it that the amount of gold on the leaderboard is less than the amount of gold you die with? For example, I just died with 5044 gold and the leaderboard says I had 4540.
[DOC] - any documentation unrelated directly to particular titles. Tech and non-tech alike.Reviews! Those tend to disappear over time or get buried too deep in archves. Even roguetemple lost at least one permanently.
[Demo] - all the demosWhat goes here? Crippleware of commercial games, or games so alpha to be practically unplayable? What about releases meant to be tech demos of an engine for roguelike?
[Originals] - all the original archives/files exactly as obtained from whatever sources. No changes, no fancy naming, 100% organic.This practically means one subdirectory per archive to guard against naming clashes. In the old days "game.zip" and "roguelike.zip" were somewhat popular names for archives. Oh, also "source.tar.gz".
[Proto] - anything hard to classify - tbh not sure what could go in this dir or if it will be named that or even feature at all. Original thought was it`d be for pre-alphas or just some...drafts? but not sure if such exist.Just see this as an example of pre-alpha. My heretical opinion is such things are unworthy of preserving.
There will be a traditional - non-traditional divide inside main [Alpha+B/S] directories at least.Heartily approved, although I would name them roguelike and not-a-roguelike. Probably that gets me even more harsh stares than your idea of a divide.
I will add a [Doc] directory containing whatever info regarding this particular title I can find.What about games already having a directory named doc? This is pretty much a standard for games releasing for something besides Windows. Do you add there or make a [_Doc] directory?
(tagging)[src] only for sourcesIs this not redundant with them being in source directory? Or do you mean games that pack sources with binary in one archive?