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Messages - Omnivorous

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Classic Roguelikes / Re: How to be a Major Roguelike?
« on: October 10, 2011, 10:06:48 PM »
On "Major Roguelikes":

I believe some of the criterias that are needed inorder to be a major RL is:

-Popularity
-Complexity
-As few controversial features as possible (It must stay true to the 'roots' - fantasy, rpg etc.)

But more importantly I think this is a fact: since RL-development seems to be really active lately, makes it problematic to admit new "Major RLs". Inorder for something to be MAJOR, it must be a minority - a minority that is 'ranked' above "everything else".

I rather think the world is crying out for a new term. Something inbetween "Major RLs" and "Not yet Major RLs.." Something like: "Respected RLs" or just "Popular RLs".

Don't you all agree? :-)

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Classic Roguelikes / Re: Legerdemain - A major roguelike, right?!
« on: June 09, 2011, 12:45:23 AM »
"Indie Press Revolution has recently picked up our CRPG Legerdemain as one of its newest titles. They are a game distributor specializing in independently produced, creator-owned pen-and-paper roleplaying systems. This could open up roguelike-style games to a whole new market, so we are very excited about that." -From http://roguelikefiction.com

I suppose that's a good way to put it; "roguelike-style games" :-)

To be honest, when I found the game and I wrote this post, I had played it quite a bit and I hadn't really thought about the fact that dungeons weren't procedurally generated. (Since it isn't, there's really no reason to wander about the same dungeons over and over again anyway.) And I felt abit dissapointed when I started consciously thinking about the fact and soon after stopped playing it.

I don't agree with the people claiming Legerdemain is "just a rpg dressed up as a roguelike" because even though permadeath and random dungeon-creation is important and usual attributes for a roguelike, it still has alot of the "RL-feel" to it - perhaps because of the things TSMI is listing.

Legerdemain also have alot of (positive) attributes that -no other- roguelike has, which makes me (as a RL-enthusiast) want to embrace it as a well-polished, interesting, original roguelike! :-)

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Other Announcements / I want to buy Rogue
« on: June 03, 2011, 06:31:45 PM »
Does anyone know if "Rogue" still is being sold in a box anywhere? I would love to have that game-box in my shelf. :-D

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Other Announcements / Re: THE Commercial Roguelike
« on: May 27, 2011, 08:12:18 PM »
Why has no big commercial developer, (who is aware of how superior the gaming-experience in roguelikes are, once you get into it) embraced some of the features that roguelikes represent, and used them successfully in a big title with beautiful graphics and great story elements?

what kind of features do you mean? if i take this list: http://www.roguetemple.com/roguelike-definition/ then every item on the list has been (ab)used by commercial games :)

Well. I want to play a bigtime, commercial, highend graphical and story-driven roguelike that I easily can pass to my friends. Does that already exist? Show me.

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Other Announcements / Re: THE Commercial Roguelike
« on: May 26, 2011, 07:54:43 AM »
I didn't say "random generation" is owned by roguelike. Atleast that wasn't my point. My point is: RLs carry a certain feel to them, they add elements which make the gaming-experience truly unique.

Why has no big commercial developer, (who is aware of how superior the gaming-experience in roguelikes are, once you get into it) embraced some of the features that roguelikes represent, and used them successfully in a big title with beautiful graphics and great story elements?

Not because I am a diehard RL-fan, that is ranting about "how much credit rogue deserves", but simply because I am tired of boring repetative games that top the charts and lists, and is what people love to play and talk about.


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Other Announcements / THE Commercial Roguelike
« on: May 25, 2011, 01:08:22 AM »
I've been into computer and console (video games) since I was very young. I somehow got dragged into the RPG-genre...slowly, but steadily, and same from regular RPGs and into roguelikes.

Now, I got really hooked on Diablo, and even more so when Diablo 2 arrived. What suprises me is that EVERYONE that call themselves a "gamer" on PC, has played Diablo2, but noone know what a roguelike is, or the fact that most of the elements that made a simple hack'n slash RPG such as Diablo2 so exciting is mostly thanks to roguelike-elements.

After Diablo2 came some "Diablolikes", but many of them discarded the RL-elements Diablo had, such as random dungeons etc.

Why is no big-time commercial RPG-games EMBRACING roguelike-mechanisms? I don't get it. :-)

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Classic Roguelikes / Re: Does anyone play Angband any more?
« on: May 24, 2011, 03:37:12 PM »
Actually, I found the config for Angband on android, and managed to switch to roguelike-controls! So I've been playing it alot again now.

And according to the market, more than 50000 other people have atleast downloaded it for their mobilephones. The conversion of Angband to Android is really impressive. Hope other RL-developers can make use of the sourcecode and get their roguelikes available for smartphones aswell! :)

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Classic Roguelikes / Re: playing rogue: has this happened to you?
« on: May 24, 2011, 12:20:17 AM »
Well there is a chance that there is a secret corridor from the room on the top-left. And yeah, the same thing has happened for me once :-)

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Programming / Re: RL for Android
« on: April 06, 2011, 04:26:51 AM »
I have a X10 mini pro, with a custom-rom. It is basically Android 2.1, but hacked and JiT 2.0 is included and apps2SD. I'd love to try it out :)

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Programming / RL for Android
« on: April 04, 2011, 01:53:11 AM »
Hah, bet some of you clicked that and thought I was announcing that I'm working on one! But sadly, I'm not a developer. :) I was just wondering if anyone currently is working on a RL for Android?

I know there are some available. These are the only ones I think is worth mentioning though:

Dweller - Well made for players inexperienced with RLs, but very very easy.
Angband - The port for Android is one of the most well-made ports I've ever seen. The screen-scaling option with volupe +/- is also quite brilliant. Sadly my phone's screen is just too small no matter what to enjoy a hardcore, ASCII-based RL like that.
TraqueHack - This is actually my favorite RL for Android. It's simplistic, but it's well made and quite challenging. And the online score-board makes it fun, over and over and over again! It's kind of like Rogue's older brother. Or perhaps, cousin. :)

Anyway, I remember the iPhone got a graphical version of "Rogue" ported pretty quickly. I'm praying for the same thing to turn up for Android.

Just curious if any devs is working on anything for Android!

27
Awesome that I found so many that remember and know about P4! And amazed after I posted that it actually came online again!

I have to say, it's really interesting to hear people talking about "porting" it to Android. Android has a great marketshare now, and the platform seems strong. Yet, it's suprisingly few RPGs for it yet.

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Classic Roguelikes / Re: ToME 4 - Discuss it here!
« on: January 29, 2011, 11:31:13 AM »
Hehe, my first game in ADOM I found out about the protector of Terinyo...first turns was spent towards trying to harvest some early XP in-town.. As for the puppy, I got so annoyed with the quest (since I spent several characters inorder to get down to the puppy, only to find it dead over and over) so I started every game by going down to pick up the dead puppy, eat it, then go on with my day.

As for ToME4.. Isn't basically the "R"est button an "autorefresh"-command? I kinda wish it wasn't so easy to just inbetween battles, autorefresh everything aswell. Because at times when fights are tough, it doesn't feel challenging, it just feels inconvenient. And when fights aren't tough, it just feels -too- easy.

I wish the combat-system was used like it is, because regular monsters require somewhat skill..but that harder foes would require more thought (for my figther for example, all tough fights have been resolved like this: Fight till hp is low. Teleport away. Rest. Repeat.)

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Classic Roguelikes / Re: ToME 4 - Discuss it here!
« on: January 25, 2011, 11:05:24 PM »
I agree with most things being said here. I chose to play in "Normal", and have died about 10 times now..kinda looking forward to this character getting killed for good, cause it doesn't feel like a RL but a RPG atm. In my opinion, what RPGs referr to as "Hardcore" should be called "Normal" in a RL! ;)

Other than that, I like it quite abit. I do have some problems with keyboard-only, and like with every single RL I have ever played, I have to toggle between: "Numlock ON = I can move with keypad", "Numlock OFF = I can now hold shift+direction to run" This is the same for when trying to freelook-targeting (or look).

Also, I kept looking for the cost of using infusions, scratching my head, until I understood..it doesn't have a cost! Earlygame felt really easy until my wizard got murdered by the first boss.

And I don't like the maze-layout. 1-grid corridors into infinity is not challenging, not to fight in and not to find you way in..it's just boring. I hate the fact that I will have to run through that maze with every character I make in this game. I also hate the suicidal bastards on every 5th floor or something that asks for your aid, then rushes off screen into certain death..I guess I can just decline helping them if I obsess about clearing all quests!

Anyway, I like it alot..first ToME I've liked since the original, and quite a suprise.

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Classic Roguelikes / ToME 4 - Discuss it here!
« on: January 24, 2011, 10:51:43 AM »
Just curious about how you "hardcore" RL-players feel about ToME4..

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