Recent Posts

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21
Programming / Re: Looking for a language for minimum effort/maximum payoff.
« Last post by baylorapol on May 08, 2025, 11:47:42 AM »
There's no final answer to the question "which language should I learn?" but I'll offer you my two cents anyway. If development speed is of the essence, you may be better off trying a scripting language rather than C. I heard good things about Lua, but use Python for my own project, and have been happy with that. It has stuff like memory handling built-in, so you can pretty much get straight to business. On the down side, Python is not good at heavy lifting, but it's sufficient for a typical, turn-based Roguelike. If graphics rendering becomes a bottleneck, it's usually because the programmer is doing something wrong.

As always,
Minotauros

Unity is a robust engine used commercially across genres. C# is more structured than Python but still far more approachable than C++. Huge ecosystem, lots of tutorials, scalable to commercial-grade.
22
Programming / Re: Suggestion Req for Best SQL Courses
« Last post by ZayeZane on May 08, 2025, 06:41:08 AM »
I need a software developer for a little help. I'm facing a problem in a custom theme site (stylo.pk) and could really use some assistance. Anyone with experience in custom theme development or troubleshooting site layout issues.
23
Hey everyone,

I’m working on a procedural dungeon generator for D&D-style campaigns. The goal is flexible, tile-based levels that GMs can easily use. I’ve been refining the logic, and here’s the twist: it’s inspired by kilts(https://theutilitykilt.com). Why? Because like a kilt, the dungeon needs freedom to flow, not be restricted by rigid rules. I’ve focused on natural branching, dead ends, and flexibility.

Anyone else experimenting with dungeon gen or interested in how this all ties into tabletop tools? Would love to hear thoughts.
24
Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot.  Outside of projects that lean in Interestingly...like Hydra Slayer and such.
25
Great point — bold, distinctive choices really do stick with players more than small, optimal ones. Emotional impact often outweighs perfect balance, especially in roguelikes. Do you think “feel” should guide design more than math?
26
Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Beta 15)
« Last post by Kyzrati on May 06, 2025, 12:14:09 AM »


Cogmind Beta 15 "0bPrime" is released!

The epic conclusion to the UFD expansion is here, bringing with it a major new map, 100 new items, and Cogmind's 10th unique ending!

For more details and demo images check out the release notes.
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Distinctive, Evocative, ideally Unexpected Choices >>>>> Incremental Maths

Feel usurps Balance, nebulous concept that the latter even is.
28
Hey everyone,

I’ve been thinking a lot about how to design meaningful choices in roguelikes — the kind that make players pause and really consider the consequences of their decisions.

Whether it’s picking a risky route through a harder area, choosing between two mutually exclusive abilities, or sacrificing resources for long-term gain, these kinds of moments are what I love most about the genre.

But striking the right balance is tough. Too many “correct” choices and it becomes predictable. Too random, and it feels unfair.

So I’m curious:

How do you approach decision-making design in your roguelikes?

Any favorite examples from games that nailed this?

What kinds of choices do you think are underused or overrated?

Looking forward to hearing your thoughts and maybe stealing—I mean, being inspired by—some of your ideas 😄
29
Hey there!

Hiho! Thank you very much for kind words! Hope to meet you in-game! :D


And there is another update :)

Almost all sections of the website have been updated and refreshed. Plus, we’ve added some new pages:

Race and class stat tables — perfect for diving deep into theorycrafting :)
https://tangaria.com/race-class-stats/

Player housing guide — from a humble hut to a full-on castle
https://tangaria.com/guide/houses/

Combat tactics — useful not only for Tangaria but for roguelikes in general
https://tangaria.com/guide/tactics/

Video guides — for those who learn best by watching
https://tangaria.com/video-guides/

Lore debates — quirky and controversial moments from the game world
https://tangaria.com/lore-debates/

Take a look, explore, and feel free to leave comments. If you notice anything missing — let us know and we’ll add it!
30
Traditional Roguelikes (Turn Based) / Re: Epyx Rogue for Switch
« Last post by aremef on May 03, 2025, 09:06:55 PM »
Sorry to hear that.  On Windows, it is exactly like the old DOS version I played in high school.
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