Just wondering - are there any roguelikes out there with a simultaneous turn system? Well, not a true simultaneous turn system where all actions are resolved fairly - I've seen Diplomacy's resolution rules, and trying to make even a simple game like that work with fair simultaneous turns seems to lead to horrible logical contraptions. But how about roguelikes with an initiative system? That is, every actor chooses an action and rolls initiative, and then those actions get resolved in initiative order.
As far as I can tell, the big downside is that simultaneous turns are harder to program. Instead of just changing the game state from the interface and/or AI code, you actually have to make a representation of actions and separate code to produce actions and resolve them into the game state. And since the world might have changed between when the action is selected and when it's resolved, you have to make the representation and the resolution code flexible enough that they can "guess" the "intent" of an action. For instance, if the player enters a walking action in a direction where there's currently a monster, that definitely has to be represented as a "bump this monster" rather than a "walk in this direction" action, because they mean entirely different things if the monster has moved away by the time your turn is resolved. And it's still not necessarily clear what that means either - what if the monster dies before you can attack it? What if bumping friendly monsters swaps places with them rather than attacking, and the monster becomes friendly before the player's action is resolved? What if the player in fact was expecting the monster to move away and in fact wanted to just move into that tile afterward?
The upside, though? There's a lot of interesting little things you could do with a concept of initiative and a certain sort of concept of simultaneity. You could design gameplay based on controlling initiative. Taking an earlier initiative slot could obviously have a great many uses - dodge out of the way of attacks, get to control your positioning better, hit things before they get a chance to hit you so that they don't get to hit you at all on the turn when they die, etc.. Taking a later slot probably could be useful in some cases, too, for instance for making sure that you moving next to a monster happens *after* that monster's turn so that it doesn't get a chance to hit you that turn. For that to happen there'd have to be some kind of a "reaction" mechanic so that, say, if you were just moving into a tile but a hostile monster takes the place before your action is resolved, you attack that monster instead. It would be kind of breaking the concept, but it would be interesting nonetheless if there were also a "fast thinking" ability that could also allow the player to actually pick their actions at their time of resolution - no, I don't know how this would work if your initiative depended on what action you were actually taking.
Less importantly (but I'm mentioning it anyway since it amuses me), it would mean you could run your AIs in parallel as long as they're thread-safe and don't modify the game state. I'm pretty sure it doesn't matter for the vast majority of roguelikes, but it might be an appropriate design for the next Dwarf Fortress.
So far though I'm just curious if anyone's got experience of doing this or trying to. It seems more trouble than it's worth, but roguelikes cover a wide range of designs, so there's always a chance that someone's done it. Would be interesting to hear how it worked and try the game out.