Author Topic: Non-random roguelike  (Read 6717 times)

st33d

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Non-random roguelike
« on: September 30, 2012, 01:52:45 PM »
So I've made a DRODlike recently: http://www.nitrome.com/games/turnament/

Due to the puzzle design, there is literally no call to a random number generator in the game code. Even when the AI is stuck it considers nodes anti-clockwise starting from the next step round each turn. There is a perfect solution to every battle and level.

This got thinking about making a roguelike that was completely non-random as well. It would appear random - however, it would be the player's movement that would change what the next room was or what was in it. It would somewhat be like exploring a fractal landscape.

It's a coffee-break idea so I think it deserves a single hit point model. The starting position is the most interesting bit of the game, so you should see it a lot and play with it.

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So has anyone done stuff like this before? I know Ulf at the roguelike conference did a presentation on sequential combat and that has parallels with this idea of mine.

kraflab

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Re: Non-random roguelike
« Reply #1 on: September 30, 2012, 08:07:29 PM »