Author Topic: A game without food  (Read 22338 times)

evil_bacteria

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A game without food
« on: September 11, 2008, 08:22:06 PM »
I can't stand having to eat in these games...is there a Roguelike that doesn't involve starvation?

Anvilfolk

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Re: A game without food
« Reply #1 on: September 11, 2008, 11:03:15 PM »
FrozenDepths. It's called cold. *grin*

Not sure if there actually IS no food.
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Z

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Re: A game without food
« Reply #2 on: September 12, 2008, 01:31:57 AM »
There is food in FrozenDepths. It's hot food used to fight coldness.

There is no food in DoomRL for example, IIRC.

Slash

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Re: A game without food
« Reply #3 on: September 12, 2008, 03:23:33 AM »
CastlevaniaRL, DrashRL, ZeldaRL
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corremn

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Re: A game without food
« Reply #4 on: September 12, 2008, 03:37:55 AM »
Food is generally used as a time clock to prevent scumming of items and experience from spawned creatures in easier levels. It keeps you moving forward. Sometimes it helps to know why food is in rls to avoid getting too frustrated about those seemily unavoidable deaths.

Games with no going back up, like doomrl and sewerjacks dont need food.  Dwarf Fortress AM has no food (last time I played anyway).  I cant remember if POWDER has food.

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evil_bacteria

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Re: A game without food
« Reply #5 on: September 12, 2008, 02:57:09 PM »
Rockin'. Thanks a bundle, guys!

Gamer_2k4

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Re: A game without food
« Reply #6 on: September 14, 2008, 02:33:41 PM »
Dwarf Fortress AM has no food (last time I played anyway).

I can't confirm or deny that for sure, but the wiki says the following:
"Pressing T will let you see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired."

So I guess food has some role in AM, though I don't play it enough to really know.
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Re: A game without food
« Reply #7 on: September 15, 2008, 11:25:53 AM »
Food is generally used as a time clock to prevent scumming of items and experience from spawned creatures in easier levels. It keeps you moving forward.

I call this "key and lock" problem, because when one of the component exists there must be a solution for that (food time clock vs. experience). But suppose you have a game that doesn't have experience levels:) Then you don't need a food time clock and the entire "key and lock" problem is solved.