Author Topic: Building a roguelike definition  (Read 23628 times)

Slash

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Building a roguelike definition
« on: November 29, 2007, 06:48:17 PM »
What is a roguelike for you?

Adral

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Re: Building a roguelike definition
« Reply #1 on: November 29, 2007, 08:47:17 PM »
What is a roguelike for you?

Ownage.
On the wings of the storm.

Ex

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Re: Building a roguelike definition
« Reply #2 on: November 30, 2007, 12:04:20 PM »
Anything with random maps, though traditionally with a very ascii look.

Being turn based or represented by an at-symbol helps too. Not required though. Definitely it hinges on random maps.

Robson

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Re: Building a roguelike definition
« Reply #3 on: November 30, 2007, 07:12:14 PM »
What is a roguelike for you?

Randomness
Replayability
Choice
Turn-based
Simple graphics or just characters

It's completely okay to break any of these things, as long as the game feels like rogue.

Z

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Re: Building a roguelike definition
« Reply #4 on: December 01, 2007, 03:19:28 AM »
A roguelike is a roguelike. Something like rogue. And the
more features
of rogue and roguelike it has, the more roguelike it is.

Konton

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Re: Building a roguelike definition
« Reply #5 on: December 01, 2007, 08:54:34 PM »
Is a genre of computer role playing game, based on fantasy of player. If someone dont have imagination in his/her mind, the roguelike game, specially in ascii graphic, become a non-sense and illogic alphanumeric grapfic mass.

Sorry for my "engrish"

dopefish7590

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Re: Building a roguelike definition
« Reply #6 on: December 06, 2007, 03:10:15 AM »
a huge rpg style game with ascii graphics that you can do mostly everything you could in an expensive game
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