Hi guys,
New guy here...
I've just started developing my own roguelike (started work a few months ago but suspended it till now), anyway the whole development thing has got me thinking, I want to make a roguelike that is a full, immersive game but with enough 'fluff' in there to make it work as a coffee break roguelike too.
By fluff I mean, if you don't want to explore the dungeons, go on quests etc, why not stay in the overworld town, sneak into a rival guild, set some traps, stand back and watch as the members chase you out and set the traps off, a healthy loot available... That's just an example of course.
Anyway my point being, is there a point at which you can have so much 'fluff' content, non essential, optional 'story driven' interaction available that your game stops being or feeling like a roguelike?
I think it would fit into my game quite well as they'll be an active overworld community full of interaction (all of course, procedurally generated) but I can't picture whether or not this 'depth of play' outside of a dungeon would make it less of a roguelike...
Maybe I'm overthinking this whole thing, I'm fairly tired..
Anyway, see you around