Author Topic: Welcome to Temple of the Roguelike Forums! (a.k.a. Introduce Yourself Thread)  (Read 557976 times)

Darren Grey

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Hey Omnomnom.  If you're in the UK you should check out the roguelike development conference coming up in June in London:

http://roguebasin.roguelikedevelopment.org/index.php/IRDC_2012

It's a good chance to meet with other devs from around the world, hear some talks about development stuff, and just generally socialise.  You don't have to be a developer to join in either.

Omnomnom

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Hey Omnomnom.  If you're in the UK you should check out the roguelike development conference coming up in June in London:

http://roguebasin.roguelikedevelopment.org/index.php/IRDC_2012

It's a good chance to meet with other devs from around the world, hear some talks about development stuff, and just generally socialise.  You don't have to be a developer to join in either.

thanks good idea

I especially like the presentations:

Darren Grey: The Single Hit Point Model
Ido Yehieli: Why Darren is Wrong About Single Hit-points.

lmao

Lorik

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Hello,

I'm an avid gamer who also enjoys designing his own games, though I rarely produce anything publishable. My favorite genres have been adventure and RPG (anything interesting from Zork to Dragon Warrior), but I also enjoy turn based strategy titles with tactical elements (anything from Chess to XCOM: UFO Defense).

Roguelikes and I have had a pretty rocky love-hate relationship over the years. I'm not good at them, mostly because I don't have the patience to work my way through the insanely complex series of interactions necessary to have a good shot at winning them, and am not interested in studying mountains of spoilers to accomplish the same thing. But I do love aspects such as the randomness, character development, and permadeath.

Anyhow, I'm getting back into game design and hoping to do a few things that incorporate a lot of the roguelike traits. :)
"Art thou the descendant of Erdrick?
Hast thou any proof?"

Pueo

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Well Aloha, Lorik.

Roguelikes and I have had a pretty rocky love-hate relationship over the years. I'm not good at them, mostly because I don't have the patience to work my way through the insanely complex series of interactions necessary to have a good shot at winning them
I would suggest Brogue, it's still a rogue-like, but it relies less on spoilers and NetHack-esque crazy random interactions to win. :)
{O.o}
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Z

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Darren Grey: The Single Hit Point Model
Ido Yehieli: Why Darren is Wrong About Single Hit-points.

Ah, single hit point roguelikes, which I also call "Darren Grey likes". Will Ido know Darren's talk beforehand to have something particular to disagree with? :)

I think that they lead to a very interesting gameplay, but on the other hand, it is annoying that you can lose the game by a single wrong keypress in a battle which you should win. I have found the movement in HyperRogue too unreliable when trying to play quickly, so I have added the "checkmate" rule that any moves which would result in death are not allowed. I think this solves the problem to some extent, and I would recommend adding it to future single hit point roguelikes. I am not sure if it works with all roguelikes, though (as it should be obvious which moves would lead to death).

Darren Grey

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HyperRogue is definitely an example I'll be bringing up. The checkmate rule ie a very cool idea.

Ido won't know my talk, so I presume he has some things he specifically wants to talk about. For my part I'll be speaking on the many design implications of a single hit point system, and how it forces interesting content creation instead of just ramping up the numbers.

requerent

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I never introduced myself-

I've been a hobbyist programmer for 10 years. My focus is typically on implementing and developing concepts more so than publishable content- primarily out of personal interest. I've typically worked on 3-dimensional concepts in collision detection, but I want to put more thought into more complete game development projects. I'm working on a roguelike for a thesis project, but won't expect any time to work on it for a while.

My first and favorite RL is IVAN.

Pueo

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I never introduced myself-

I've been a hobbyist programmer for 10 years. My focus is typically on implementing and developing concepts more so than publishable content- primarily out of personal interest. I've typically worked on 3-dimensional concepts in collision detection, but I want to put more thought into more complete game development projects. I'm working on a roguelike for a thesis project, but won't expect any time to work on it for a while.

My first and favorite RL is IVAN.
Welcome requerent.  Cool, IVAN? I've heard about it, but never really played it.  That's the one that has oh, say a bajillion stats for everything, right?
{O.o}
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requerent

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I never introduced myself-

I've been a hobbyist programmer for 10 years. My focus is typically on implementing and developing concepts more so than publishable content- primarily out of personal interest. I've typically worked on 3-dimensional concepts in collision detection, but I want to put more thought into more complete game development projects. I'm working on a roguelike for a thesis project, but won't expect any time to work on it for a while.

My first and favorite RL is IVAN.
Welcome requerent.  Cool, IVAN? I've heard about it, but never really played it.  That's the one that has oh, say a bajillion stats for everything, right?

The game's difficulty ramps up depending upon the gear in your inventory. High level gear requires certain stats to be higher, which pretty much exclusively depends upon how often you use similar gear. If you just use what is reasonable, you can progress without thinking too much about the stats, but they are important.

What's more important are strategic decisions in regards to deities. It's a very god-driven game. You essentially need to have your limbs/body parts replaced with higher quality materials.

Pueo

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You essentially need to have your limbs/body parts replaced with higher quality materials.
So, I cut my legs off and replace them with metal legs so I can run faster?  Sounds interesting. 
{O.o}
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requerent

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You essentially need to have your limbs/body parts replaced with higher quality materials.
So, I cut my legs off and replace them with metal legs so I can run faster?  Sounds interesting. 

Well, Kicking is the default unarmed attack. It can get VERY powerful, especially if you're wearing boots of kicking. The main reason why you trade-up body parts is for the HP. If it's an arm it also helps increase your ability to use gear. But again, the game gets harder when you get stronger. So you have to make those decisions strategically.

Pueo

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Well, Kicking is the default unarmed attack. It can get VERY powerful, especially if you're wearing boots of kicking. The main reason why you trade-up body parts is for the HP. If it's an arm it also helps increase your ability to use gear. But again, the game gets harder when you get stronger. So you have to make those decisions strategically.
Well, sounds like a game I'll be playing soon!
{O.o}
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IEqualIdiot

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Hi I am IEqualIdiot and my real name is Luke Ryan Herbert, I am fourteen years old and in my school when everyone is on some modern crap I will be on a RL or an old school game.
I try to dev and plan on making my first RL soon a certain Fallout themed one :D

Pueo

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Hi I am IEqualIdiot and my real name is Luke Ryan Herbert, I am fourteen years old and in my school when everyone is on some modern crap I will be on a RL or an old school game.
I try to dev and plan on making my first RL soon a certain Fallout themed one :D
Konnichiwa, Luke.  I'm guessing when you say "when everyone is on some modern crap," that means the school wants you to make a game and everyone else is choosing a modern one?
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Darren Grey

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I presume rather he just means all his friends play modern games on the computers at school whilst he still plays roguelikes.