Author Topic: Realism in Roguelikes  (Read 43815 times)

Vanguard

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Re: Realism in Roguelikes
« Reply #45 on: November 21, 2013, 01:35:08 AM »
Why not just have stats like "melee damage" or "carry amount"?

Good point!  This is a lot better for realism or believability or w/e because you can make whatever character you imagine instead of struggling to make the character building cooperate with you.  Want to be a really skillful character who does a lot of damage through precision?  Stack melee damage.  Want a be a hulking monster who crushes their foes with overwhelming strength?  Stack melee damage.

You don't have to worry about whether the attributes will agree with what you have in mind.  I like it.

Krice

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Re: Realism in Roguelikes
« Reply #46 on: November 21, 2013, 08:41:25 PM »
About developing strength thru training. When completely untrained person comes to the gym, he will develop
quickly for several weeks. Then his development suddenly stops.

You must be talking about strength, because muscle development takes much longer - years. Even in the first case the strength "limit" they reach is a result of poor training, poor eating and possibly overtraining. It's the usual way. That limit is what they get with just ape rage training without any plan or knowledge about it.

Gr3yling

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Re: Realism in Roguelikes
« Reply #47 on: November 28, 2013, 01:19:43 AM »
I just wanted to say one more time that if anyone is interested in discussing hunger/thirst/temperature management/realistic injury modeling I'd still like to hear what you girls/guys have to say.

Otherwise I won't post in this thread again.