Author Topic: What are the biggest possible turn-off in a roguelike?  (Read 57829 times)

Darren Grey

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #45 on: November 26, 2011, 02:15:48 AM »
A well-designed complex games should have both - the menus for the obscure commands, but also the shortcuts for those who know the game in-depth and want to play more smoothly.  This is how complex programmes like Excel work, and there's no reason it shouldn't apply to game design also.

The two options are practically equivalent. Provided that you have a "?" keyboard shortcut (which can also be activated with mouse) which shows a ?-screen which lists all the commands available. And you can execute a command from the ?-screen by arrow navigation and mouse. And that menu lists hotkeys for all commands. And that menu does not break the immersion by being the standard Windows menu or whatever.

What I would suggest instead is context dependant commands - left-click on an item to perform the default action on it (read a scroll) and right-lick to see a list of available commands for it.  Why look up every command in the game to find the one most common?  The program should do the work for you.  Besides, have you seen the keybinding lists for some roguelikes?  Many many pages, and you have to guess at what the developer has listed the command as...

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #46 on: November 27, 2011, 06:59:53 PM »
I don't mind mouse interface much. I think I prefer keyboard, but don't mind mouse control as long as everything can be controlled by it. Dungeons of Dredmor for instance, can be controlled almost entirely by mouse except there is no way to "wait" other than hitting the space bar. As far as I can tell anyways.

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #47 on: December 04, 2011, 08:44:17 PM »
forgot:

Browser based roguelikes. I hate having to be online to have to play.

ido

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #48 on: December 04, 2011, 08:47:32 PM »
Browser based roguelikes. I hate having to be online to have to play.

Do you mean with a laptop on the road?

Or are there actually situations where you do not have always-on internet connection otherwise?

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #49 on: December 04, 2011, 08:49:48 PM »
Browser based roguelikes. I hate having to be online to have to play.

Do you mean with a laptop on the road?

Or are there actually situations where you do not have always-on internet connection otherwise?

On the road is one. And I use a laptop with a wireless connection that is often finicky and likes to disconnect from time to time, usually at the most inconvenient times, and/or likes to lag up. 

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #50 on: December 07, 2011, 04:03:35 AM »
  Even though I mostly am able to get online I have just never been able to get into a browser game. I cannot tell you why definitively. But I know it to be the case.
  Your game, Cardinal Quest, that's browser based right? At least the demo. It's a solid game.  Perhaps it is the small window with all the clutter all around it. With the ads and what not.
  I'll have to think more about why I'm prejudiced.

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #51 on: December 07, 2011, 06:26:10 AM »
The free version of cardinal quest is installed s an exe and is fullscreen. There is a browser based online demo though.

ido

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #52 on: December 07, 2011, 08:27:38 AM »
You mean the payed version - that one is a normal native app for windows, mac & linux and can be played in full screen or windowed.

The free version is browser based simply because it's free due to being supported by the ads. It also serves as a demo.

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #53 on: December 07, 2011, 08:48:26 AM »
Quote
You mean the payed version - that one is a normal native app for windows, mac & linux and can be played in full screen or windowed.

The free version is browser based simply because it's free due to being supported by the ads. It also serves as a demo.

I know that's the way it was, but I thought you changed the format? Or is it not changed yet?

ido

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #54 on: December 07, 2011, 08:49:58 AM »
It was never meant to change - the free version is Cardinal Quest Classic and is ad-supported & will only get bug fixes.

The payed version gets new content and is native.

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #55 on: December 07, 2011, 09:15:53 AM »
so cardinal quest classic will still be browser based? I already have the current payed version so I haven't bothered to check out the "Classic" version cause I assumed it was just the same as what I already have or watered down.

ido

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #56 on: December 07, 2011, 09:22:21 AM »
You don't need to, the free version doesn't have anything you don't already have.

You do need to update tho, as we just released 1.2 :)

Legend

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #57 on: December 07, 2011, 07:08:57 PM »
You don't need to, the free version doesn't have anything you don't already have.

You do need to update tho, as we just released 1.2 :)

Yeah. Was planing on re-downloading anyways since the external hard drive that I kept all my roguelikes on can't connect anymore as of the other day. :(

So I just have to re-download from the link in my email? Is there a changelog?

ido

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #58 on: December 07, 2011, 08:02:11 PM »
Yeah, same link should work. Jday & randomnine will write a change log since for the first time this was mostly their release

ido

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Re: What are the biggest possible turn-off in a roguelike?
« Reply #59 on: December 10, 2011, 04:15:17 PM »
Yeah, same link should work. Jday & randomnine will write a change log since for the first time this was mostly their release

Change-log by randomnine is up!