I'm now in a point where I'm not sure if the game I'm currently finishing is really a Roguelike, an ASCII-RPG or a Roguelike-like.
I have been reading this thread:
http://roguetemple.com/forums/index.php?topic=1403.0If you are not up to read it all, it's basically a
flame discussion abour Legerdemain, is it a RL or not.
Also, it's mentioned the Berlin Interpretation, that is somehow accepted by the @'s community as a standard for knowing if XXXXX game is a RL or not.
So, my game is actually more close to Legerdemain than Rogue, if we talk strictly.
I habe been working on it for around 9 or 10 months, und still need many things to tweak, finish and polish, betatesting, blah blah blah...
According to the Berlin Interp., the game:
1.- Random environment generation......Maps are PREMADE in human-readable format, i.e. not random generated
......Items absolutely random generated. (using basic patterns a.l.a diablo)
......Monsters absolutely random generated. (using basic patterns a.l.a. diablo)
......Also there is a lot of randomness in the game in many other aspects that don't event the most pure Roguelikes have.
2.- Permadeath......It's available a 'roguelike' mode with permadeath and an 'adventure' mode without it. (Nethack has this setting available too)
......Even in adventure mode, it is possible only to have ONE character at once, since only one savegame will work.
......Dieing in adventure mode doesn't mean permadeath but the character will have some gold loss, exp loss or something, I have to decide, so dieing is something that should be avoided.
3.- Turn-based......Yes
4.- Grid-based......Yes
5.- Non-modal......Yes and no. Yes because everything is worked out in the 'game' screen, EXCEPT combat, that is final fantasy-ish, more or less.
6.- Complexity......A lot. Actually, this point is what I am proud of it. The game is absolutely complex, with many factions, currencies for different kingdoms, a lot of quests and sidequests, a lot of places to explore and a lot of player freedom, each player class has his own completely different background story and aims, quests can be dynamically modified by other events or quests... Basically there is a lot of complexity.
7.- Resource management......Yes. A lot. There is food, there is water. Money is hard to find and use it wisely. Inventory space is very limited. There are a lot of different items, from weapons and armors to books, potions and many artifacts that may not have an obvious or immediate use or that they may look just decorative (and may have an use... or not). It is the player management efficiency which will make the difference.
8.- Hack'n'slash......Yes and no. Combat is one important part of the game, but not the most important and not the goal of the game.
......There are many fights, but not every 10 seconds, and not one every 30 minutes. I think it's quite balanced.
9.- Exploration and discovery......A lot. Actually, there are around 50 maps (some unfinished), with a lot of dungeons, caves and places to explore that are absolutely optional. There are sidequests that can lead to interesting discoveries. Many items will require the player to explore and find what such item is used for.
......But since maps are not random generated, playing the same several times with the exact same class and following the exact same steps, will be like playing the exact same game.
and minor points:
10.- Single player character......Yes
11.- Monsters are similar to players......Yes. They can cast the same spells as the player could and attack the same way as the player could.
......They no have inventory, but maybe I do it somewhere in the future.
12.- Tactical challenge......Actually, a lot. Everything in the game requires some kind of tactic, planning and think-before-act. Of course, not for the most common actions.
13.- ASCII display......Yes. It uses a tileset system. Default tileset is made of some nice 1-bit (black&white) sprites, but anyone can chance the sprites for ASCII chars or 4chan memes or whatever he wants.
14.- Dungeons......A lot.
15.- Numbers......A lot of numbers are revealed to the player in the character sheet.
So, is it a roguelike, a roguelike-like or just an ASCII-RPG?