Hey, thanks for all the responses.
I am indeed interested in 3D procedural, but I've been thinking of perhaps working with 2D gameplay (with 3D graphics) first for a while to get practice. Plus, from a game design perspective part of the appeal of 2D is that having fewer dimensions makes things more streamlined and 2D games often require less mental energy in some sense. I've been bouncing the idea back and forth for a while.
And yeah, I often find it pretty intimidating how much great stuff is being produced lately, but its all well and good. A lot of people sure are doing Minecraft engines lately.
@Darren:
Thanks for the links and the welcome. Good to hear from one of the radio show people.
@requerent:
Visual cues are indeed important. It's certainly a very good point . The value of feedback mechanisms (like visual cues and sound) and a smooth user interface can't be understated. It really brings games to life. Atmosphere is important to me and it's something I've been thinking about.
And yes, I've worked some with 3D engines before, but not as extensively as I would have liked to by now.
As for making a roguelike, I'm thinking of maybe using Unity. It would be interesting if there was a nice voxel system, but its seems like that could too easily add unnecessary complexity. I'll probably use straight cubes, because it makes the generation logic more flexible because it's so much easier to understand.
@Jo:
Yeah, I looked at some of the 7DRL and they have some pretty awesome concepts. I looked at Man in the Mirror, Vicious Orcs, Nightfall, Demon Hunt, and maybe others(?). Maybe I'll do a 7DRL one day myself if I find the time when it comes around.
@everyone again:
Turn based games and real time games both have their relative merits.
I'm definitely into the Roguelike design philosophy, with respect to the core gameplay feel, character, thrill of struggling to survive, and actions having real consequences etc. The more superficial qualities such as ASCII text and so on I just consider to be tools in a tool box and not an essential part of any roguelike. ASCII text is well suited for a making game design sketches without the art overhead, but has some major limitations in other respects (not just visual limitations , but gameplay ones too).
Anyway, I'm looking forward to working to working on some PCG and Roguelike stuff in the future and using the forums.
NOTE: As a minor clarification to my first post in the thread, one should note that when I said that I'd be putting out a roguelike of some kind "soon" I meant soon in a relative way. I'm a busy college student and I'm mostly new to PCG, so we're talking more on the scale of 6 months+ potentially before anything comes out. Thanks.
PS: This post was supposed to be
short too... I must confess I have a history of making long posts on forums...