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Other Announcements / Re: Matt Chat 225: Glenn Wichmann co-creator of Rogue!
« on: February 04, 2014, 08:49:33 AM »
*Spits out coffee*
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That aside, what really disqualifies games as roguelikes is simpler than ASCII graphics and so on: It's being unworthy of the tradition of rogue, larn, moria, hack and nethack. That is: lacking the depth, detail, and diversity of early standard bearers and to some extent modern standard bearers. If there is any prestige to the genre -- and clearly there is -- it comes from the adrenaline rush of seeing a 'T' on the screen, as Glenn Wichman puts it, the creation of compelling gaming with the simplest technology. Without providing that kind of fullness of experience, any game's claim to being roguelike is pretense.Oh god yes, this, exactly!
Would a roguelike without any combat be possible? I mean a game that's still interesting and belongs to the genre.Sure! It would be great with something like a procedurally generated, ascii/minimalistic graphics, turn based, single character control game about (for example) being a merchant/explorer. You could travel on the sea, exploring new lands, trading spices and exotic materials, etc - it wouldn't need combat at all. I'd definitely say that was a roguelike anyway if it had the right features and aesthetics.
Like, randomized combat is a good thing in small doses. Unpredictability is fun and it can test the player's ability to react to unexpected situations. But when you've got a significant chance to fail casting your spell [...]I totally agree.
Another vine with per tile shading and "fog":You clearly intended to stop at that T shaped corridor and walk downward, but the guy kept going forward. Imagine this happening to a player and they die because of it.
https://vine.co/v/hLQqxBWiEZH
Obviously the roguelike community really needs something which summarizes the year, and the poll fills that role nicely, that's why it is so important to many people. Even if it is so flawed.Is it so hard to set up a somewhat non-cheatable poll?
I think we can expect the whole poll, controversy, and ideas for improvement to be discussed on Roguelike Radio soon. And this would obviously include Noxico.
Ah yeah it does seem to modify the map pretty heavily. Well I'm planning to do a bunch of refactoring and add tests for map generation, so things may change (or at least be more tightly controlled).If I recall correctly the cave simply fills the empty space between rooms and corridors.
Yet it looks like the cavern is generated over the existing rooms and merges them in the cavern. I guess it doesn't matter as far as everything is connected.
That second generation with some kind of cavern looks interesting.Yeah that map turned out pretty nice. A central cave with rooms surrounding it
How do you avoid the cavern breaking the basic structure (badly)? Or is it supposed to do it?If I recall correctly the cave simply fills the empty space between rooms and corridors. Haven't looked at that code for a while, but it's a good guess that it marks every floor cell + every cell adjacent to floor cells as blocking (excluding cells inside the area the cave originates from) - then a floodfill converts all walls to floor, and adjacent walls to cave walls.
110 minutes of procedurally generated joyI loved that comment in the intro. Just a calm "matter-of-fact" statement that this is a procedurally generated episode (an outrageous concept, even terrifying to imagine that level of AI). Nearly choked on my food when I heard it
[...]distancing effect [...] by introducing a separate self into the frame.This is interesting! I understand exactly what they mean!
The first person narration is cool. It's like I'm reading my character's journal.Yeah this is a benefit of this form - the narrative becomes journal-like, which is cool. But I'm thinking the benefits of second person narrative outweigh this...