Author Topic: Scrolling vs non-Scrolling game  (Read 9675 times)

liquidsoap

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Scrolling vs non-Scrolling game
« on: August 18, 2012, 12:46:29 AM »
I have been switching between making my game a scrollable game where the player is always in the middle and the map just scrolls behind and a game where the map does not move and the player will move up and down on the screen. I am stuck on deciding which way to move forward with. If the game is scrollable then I could have bigger maps. If it is not scrollable I could have smaller map but maybe just more levels in the dungeon. So what way do you guys prefer?

Skeletor

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Re: Scrolling vs non-Scrolling game
« Reply #1 on: August 18, 2012, 01:56:52 AM »
I definitely prefere screen-sized non scrollable maps like Adom, DoomRL A quest too far, Infra arcana, etc. I like having more control and knowledge about things and therefore a bit more rewarded to play tactically. In addition it adds some kind of "intimacy" to the game experience.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

kraflab

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Re: Scrolling vs non-Scrolling game
« Reply #2 on: August 18, 2012, 03:21:37 AM »
I feel like a scrolling map provides more of an immersive experience, because you only see near your character and the focus is on it, whereas a screen-sized map enhances the feeling that you are merely playing a map.

Both are fine, and what type of game you want to make should determine which you choose.

guest509

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Re: Scrolling vs non-Scrolling game
« Reply #3 on: August 18, 2012, 05:18:02 AM »
  I vote single screen. Quicker levels. If you are doing tiles you often need a scrolling screen because tiles can run pretty large.

  Try both types of games. Brogue is a good one that is single screen. Crawl and Tome have tiles and scroll. Can't think of a tiled roguelike that doesn't scroll right now...

kraflab

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Re: Scrolling vs non-Scrolling game
« Reply #4 on: August 18, 2012, 07:23:31 PM »
Can't think of a tiled roguelike that doesn't scroll right now...

Infra Arcana

guest509

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Re: Scrolling vs non-Scrolling game
« Reply #5 on: August 19, 2012, 12:41:36 AM »
GRAH!  Now I feel stupid. I just played that.

Krenium

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Re: Scrolling vs non-Scrolling game
« Reply #6 on: October 18, 2012, 01:32:22 AM »
You could also have a mix of both. Once the player gets near the edge of the screen, the map is centered on that location. I believe Angband takes this approach. I think it's a little less jarring than the 'always centered' approach.

tuturto

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Re: Scrolling vs non-Scrolling game
« Reply #7 on: November 17, 2012, 04:31:07 PM »
I like small levels, so with ascii graphics it usually means non-scrolling. I'm not against scrolling ones either, as long as the levels are not huge.
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Alex E

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Re: Scrolling vs non-Scrolling game
« Reply #8 on: November 30, 2012, 01:57:31 AM »
If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.


TheCreator

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Re: Scrolling vs non-Scrolling game
« Reply #9 on: November 30, 2012, 06:59:09 AM »
Scrolling with every move is quite awkward in roguelikes, at least for me. I'd get lost in all that ASCII stuff if it changed all the time. But the funny thing is that you can make it optional. That's how it's done in Fame.

The decision about tile size or number is a separate thing, though. The best approach is to make it as flexible as you can - that is, your game should look good with either tile size and be ready for (almost) any tile number. That way it should be fairly easy to please most of the players.
Fame (Untitled) - my game. Everything is a roguelike.

NON

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Re: Scrolling vs non-Scrolling game
« Reply #10 on: November 30, 2012, 01:30:25 PM »
If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.
Dozens? :D

Just a small 80x24 dungeon contains 1920 cells.

But okay, that is dozens - 160 of them!
</nitpick>
« Last Edit: November 30, 2012, 01:33:21 PM by NON »
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Alex E

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Re: Scrolling vs non-Scrolling game
« Reply #11 on: December 01, 2012, 12:56:14 AM »
Dozens? :D

Just a small 80x24 dungeon contains 1920 cells.

But okay, that is dozens - 160 of them!
</nitpick>

I was thinking dozens per row or column, and ended up just writing out dozens. I meant thousands  :P

Tandycotter

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Re: Scrolling vs non-Scrolling game
« Reply #12 on: March 02, 2013, 12:15:07 PM »
If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.



Definitely have to agree. It's the map that matters and can be your decision maker.
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guest509

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Re: Scrolling vs non-Scrolling game
« Reply #13 on: March 03, 2013, 06:56:44 AM »
  I fall firmly into the group that thinks a single screen map is more fun. If that does not fit in with your development plan, then of course scroll the map. But for me I like a single screen. It's not a deal breaker though.

Vanguard

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Re: Scrolling vs non-Scrolling game
« Reply #14 on: November 01, 2013, 06:18:46 AM »
I definitely prefere screen-sized non scrollable maps like Adom, DoomRL A quest too far, Infra arcana, etc. I like having more control and knowledge about things and therefore a bit more rewarded to play tactically. In addition it adds some kind of "intimacy" to the game experience.

Yeah non-scrolling maps own.  The lower number of rooms gives the developer better opportunities to make each individual room more dangerous or rewarding.  You don't need to check a map to remember what the opposite side of the gigantic level looked like.  They usually lead to shorter, more intense games and That's A Good Thing.