What do you hate most about Roguelikes?

Re: What do you hate most about Roguelikes?

Postby domtron » 24 Jun 2019, 21:18

drummyfish {l Wrote}:PG can do infinite detail very easily, I think it has to be something else. Maybe it could be that the "interestingness" generated by PG is extremely sparse, while hand-made art has it very concentrated, because a human discards uninteresting stuff and only keeps the good things in, so that the result is very attractive to other humans.


I think you misunderstand me. I would say a fractal counts as only 1 detail and not a very well done detail either. It keeps going and going sure but it's a repeating pattern that never changes and is thus boring after a while. Even normal terrain generation is more interesting than that. When I say lacking detail is more a breadth issue then a depth one. This is what I was trying to get at via the 3 examples, 1st two focus mostly on PG terrain while the 3rd expands into social systems and character design. Depth is important, but if you leave out breadth it will get boring. A good PG would be more like using 20 fractals, I don't mean literally fractals but mathematical formulas and algorithms in general, and overlay them in a way that affects every aspect of the game.
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Re: What do you hate most about Roguelikes?

Postby mdtrooper » 28 Jun 2019, 00:09

Lyberta {l Wrote}:Someone please make roguelike first person shooter.


There is a software, that it has name of Necklace of the Eye . It is as a "frontend" for roguelikes. And it has a lot of features and yes. You can switch to FPS view some olds roguelikes:

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Re: What do you hate most about Roguelikes?

Postby dulsi » 28 Jun 2019, 04:27

Necklace of the Eye is pretty neat looking. I'll have to try it out at some point.
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Re: What do you hate most about Roguelikes?

Postby Wuzzy » 17 Jul 2019, 15:38

What I hate about roguelikes is when they INSIST on shitty text-only interfaces, or when the graphics mode is only secondary with no prime-time support. I'm not against optionally offering a text-only mode, but I don't like it when it's considered the PRIMARY mode or there is no graphics mode whatsoever.

This is just too antiquated and it's not good either: Graphics just are easier to parse (for the human brain) and also you can show much more different things with graphics. With ASCII, you only have so many characters, so many roguelikes just re-use the same character for tons of different items and monsters, over and over again. It not only looks ugly, but is also inefficient because you would have to check every single item on screen by hand, while with graphics, you just see it instantly.

Thankfully, most roguelikes have understood this and offer some graphical tiles. Yes, I know, graphical tiles can be a problem when the tiles are very large, but the solution is simply: “Make a smaller tileset”. :-)

What is especially dumb is that “ASCII” made it into the “Berlin interpretation” but I think ASCII is not actually what defines roguelikes. It's just an artifact of the era when Rogue was invented. Nowadays, this is just nostalgia. It does not even have anything to do with the genre, this is just dumb.

Apart from that, there is nothing else I dislike about roguelikes. It's a great genre.
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Re: What do you hate most about Roguelikes?

Postby dulsi » 26 Jul 2019, 21:33

Wuzzy would this be acceptable for graphics?

https://www.gamingonlinux.com/articles/stone-story-an-rpg-animated-entirely-in-ascii-symbols-is-releasing-in-early-access-next-month.14658

Obviously it is not a roguelike. I'm very impressed but the art quality using ASCII art.

EDIT: Well that is disappointing. I read the description of the game. You don't directly control the character. All the animation is carefully scripted out then. It's very impressive but not what I expected and not as interesting to me.
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