Author Topic: A Genre Question  (Read 5848 times)

guest509

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A Genre Question
« on: June 11, 2013, 12:43:45 AM »
Would a game like the old Rampart, done in ascii be considered a roguelike?

It would included:
-Procedurally generated terrain
-Beasties that march on your castle, depending on terrain and the RNG gods.
-Building and enclosing space in order to build cannons (tetris or go type gameplay)
-Real time base building and defending.

Procedural content being used so you have a different game world to play in each time? That's a big roguelike feature.

It's obviously more of a Tower Defense type game with RL type monsters and ascii delivery. But how much is enough to be called a roguelike? Hmm....

Darren Grey

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Re: A Genre Question
« Reply #1 on: June 11, 2013, 01:05:20 AM »
A roguelike tends to come down to being a hero simulator. You play as a character, you *are* that character. All of the systems are based around this. It changes the nature of the gameplay hugely if you even add one extra unit to directly control. Make it about systems controls and the game is dramatically different.

guest509

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Re: A Genre Question
« Reply #2 on: June 11, 2013, 01:51:21 AM »
Agreed.

Also I want to point out that I only ask not because Roguelikeness drives my design philosophy but because it's good to know who your game might appeal to.

In the 7DRL this is entirely different. I try to design to genre as much as possible.

Switters

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Re: A Genre Question
« Reply #3 on: June 11, 2013, 02:16:12 AM »
A roguelike tends to come down to being a hero simulator. You play as a character, you *are* that character. All of the systems are based around this. It changes the nature of the gameplay hugely if you even add one extra unit to directly control. Make it about systems controls and the game is dramatically different.

What about DF?

Darren Grey

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Re: A Genre Question
« Reply #4 on: June 11, 2013, 02:20:45 AM »
DF: Adventure Mode is very much a roguelike. Fortress Mode has a lot of roguelike elements, but is its own game.

Vanguard

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Re: A Genre Question
« Reply #5 on: June 11, 2013, 02:39:16 AM »
Let's just come up with a definition for "roguelike" and be done with it.

How about this:

"A grid-based single-player game of turn-based tactical combat, featuring randomly generated environments and an inability to undo events and choices through the use of save files."

Then we can say stuff like Spelunky and FTL are based on roguelikes without actually being roguelikes.

guest509

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Re: A Genre Question
« Reply #6 on: June 11, 2013, 04:25:31 AM »
I just assume everyone knows in their heart of hearts what a Roguelike is.  :-)

Quendus

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Re: A Genre Question
« Reply #7 on: June 11, 2013, 10:54:20 AM »
Six hundred and twenty four...

Krice

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Re: A Genre Question
« Reply #8 on: June 11, 2013, 09:11:39 PM »
Would a game like the old Rampart, done in ascii be considered a roguelike?

If you need to ask that then it's probably not.

TheCreator

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Re: A Genre Question
« Reply #9 on: June 12, 2013, 06:08:04 AM »
Would a game like the old Rampart, done in ascii be considered a roguelike?

No, it would be Rampart in ASCII .
Fame (Untitled) - my game. Everything is a roguelike.

Legend

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Re: A Genre Question
« Reply #10 on: June 13, 2013, 05:06:15 AM »
It may be Rampart with roguelike elements  as opposed to a full on roguelike I suppose. Either way, I would definitely play it.

AgingMinotaur

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Re: A Genre Question
« Reply #11 on: June 13, 2013, 08:00:11 AM »
If you need to ask that then it's probably not.
This, I guess. Then again, who really cares? You least of all, I should think

As always,
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guest509

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Re: A Genre Question
« Reply #12 on: June 13, 2013, 11:31:13 PM »
It may be Rampart with roguelike elements  as opposed to a full on roguelike I suppose. Either way, I would definitely play it.

Yeah, I would like to see a nice tower defense RL where you get to aim your cannons. Some action elements and nice and hectic as you try to build walls and fire off cannons. You never know what my come at you (that's the RL part).

Could be standard fantasy, space station or space colony defense. Or even modern with tanks and stuff.

I hate having ideas I have very little chance of actually seeing through. :-)

Legend

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Re: A Genre Question
« Reply #13 on: June 15, 2013, 08:18:57 AM »
Quote
I hate having ideas I have very little chance of actually seeing through. :-)

You tease!

Either way, I would vote for fantasy.

guest509

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Re: A Genre Question
« Reply #14 on: June 15, 2013, 09:28:44 AM »
Quote
I hate having ideas I have very little chance of actually seeing through. :-)

You tease!

Either way, I would vote for fantasy.

Yeah! And like flying enemies that only certain types of cannons can hit and like invisible guys that need a watch tower to see and like dragons who are all like 'grrraaahh' and and and and and and TONS of other stuff I'll never actually end up coding....:-(