You know, Krice, given how deeply you seem to be immersed in the craft of the roguelike, it is surprising to me how little substance appears in your threads. I would think someone like you would have a lot of ideas about algorithms, data structures, implementation of artificial intelligence, environment generation, combat mechanics, and every other aspect of what would make a truly modern roguelike tick. I would think your threads would be full of things I had never thought of, ideas to ponder, or at least discussion and implementation of things I had thought of that I think are interesting.
Instead, what I see is generalities about programming I would expect from a typical commenter on a general interest tech blog, airy scepticism about any notion in programming that isn't in C++ books written in the 90s, constant references to your own project in ways that are transparently intended to suggest its superiority, and petulant responses to justified scepticism about your project and your interactions with other people. Yes, programming games of a certain scope is hard. That doesn't mean you get a lot of credit for trying. Many people here have done the same but don't feel the need to beat their drum about it constantly.
If you want people to take you seriously, which I doubt, but anyway, if that's something that interests you, either make a release or, maybe even better, post about aspects of your work that are actually interesting, that have some depth and show some insight. I would call your threads a combination of uninformed drivel I could get in a Slashdot comments section and obnoxious one-upmanship, but it's not even one-upmanship, rather some kind of pretense to it.