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Roguelike characteristics?

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gibbering poster

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Mar 17, 2004, 1:50:23 PM3/17/04
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Hi all.... I'm actually quite interested in writing my own roguelike
(who isn't), but I'm concerned that my ideas might throw my project out
of the 'scope' of a roguelike, and I want it to fit into the mold for
all intents and purposes...

I still plan to use ascii graphics, but I plan to do the windowing using
Tk widgets. I plan to have the main window being made of either 1 big
text label, or X*Y single-character text-labels (I havent decided yet).
This will allow me to set both the background and foreground font colors
to nice varying hues of colors.

I still plan to use the extended ascii character set (no tiles). I just
want my water to maybe change shades as it's deeper, etc...

Another deviation I plan is to have the character status, message, and
inventory screens as separate windows from the world map. This way,
you can choose to always see your inventory, or stats. You can resize,
dock, undock, open, close, hide, etc.

If I do this, will it still be a roguelike?

FYI, I am developing this with Perl6/Parrot in mind. Should be
completely platform independant with anyone running the bytecode engine.

Max Bane

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Mar 17, 2004, 8:06:44 AM3/17/04
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gibbering poster wrote:

> Hi all.... I'm actually quite interested in writing my own roguelike
> (who isn't), but I'm concerned that my ideas might throw my project out
> of the 'scope' of a roguelike, and I want it to fit into the mold for
> all intents and purposes...
>
> I still plan to use ascii graphics, but I plan to do the windowing using
> Tk widgets. I plan to have the main window being made of either 1 big
> text label, or X*Y single-character text-labels (I havent decided yet).
> This will allow me to set both the background and foreground font colors
> to nice varying hues of colors.

Still a Roguelike, I'd say. A Tk port of Angband (and I think ZAngband) has
been around for a long while. And supporting more colors than the usual 16
or so, I would call that an improvement, not a deviation.



> I still plan to use the extended ascii character set (no tiles). I just
> want my water to maybe change shades as it's deeper, etc...

Plenty of Roguelikes do this. TOME even animates the water.

> Another deviation I plan is to have the character status, message, and
> inventory screens as separate windows from the world map. This way,
> you can choose to always see your inventory, or stats. You can resize,
> dock, undock, open, close, hide, etc.

Still a roguelike. Angband and all its variants have supported using
multiple separate term windows to keep e.g., your inventory or messages
constantly on display, since a long time ago. No one (?!) will argue that
using this feature suddenly turns the game into something other than a
roguelike.



> FYI, I am developing this with Perl6/Parrot in mind. Should be
> completely platform independant with anyone running the bytecode engine.

This makes the issue of portability much simpler for the coder, but does
have some disadvantages. It suddenly makes a GUI environment a requirement
for your game, whereas one of the great things about most roguelikes is
that I can be anywhere and ssh in to my computer and play a quick game of
angband or adom right in the terminal, without having to worry about
networking X Windows (particularly nice when the remote machine is an ms
windows box).

--
Max Bane

The Sheep

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Mar 17, 2004, 2:29:48 PM3/17/04
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Dnia Wed, 17 Mar 2004 18:50:23 GMT, gibbering poster napisal(a):

> Hi all.... I'm actually quite interested in writing my own roguelike
> (who isn't), but I'm concerned that my ideas might throw my project out
> of the 'scope' of a roguelike, and I want it to fit into the mold for
> all intents and purposes...

Well. If you think it will be a good game, why do are you worrying
whether this will be roguelike or not?

> If I do this, will it still be a roguelike?

Who cares anyways?
Don;t say `I'm going to write one more roguelike game', just think
`I'm going to write a good game'. If you like the ideas utilized in
roguelike -- use them. If you have some other ideas and you think they
are good -- use them as well.

It's not that there's some sort of a competition, and your game needs
to meet some rules to qualify.

If it's good, everyone will play it despite the fact it's roguelike or not.

--
Radomir `The Sheep' Dopieralski
Sadly, you'd say, someday, someday / But day after day / The show must go on
And time slipped away / Before you could build any castles in spain / The chance had gone by

David Damerell

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Mar 17, 2004, 2:26:34 PM3/17/04
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gibbering poster <no...@nowhere.com> wrote:
>Another deviation I plan is to have the character status, message, and
>inventory screens as separate windows from the world map. This way,
>you can choose to always see your inventory, or stats. You can resize,
>dock, undock, open, close, hide, etc.

NetHack and Angband permit this, but don't demand it.
--
David Damerell <dame...@chiark.greenend.org.uk> Distortion Field!

koctyxa

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Mar 17, 2004, 3:37:10 PM3/17/04
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Wed, 17 Mar 2004 18:50:23 GMT w zerojedynkę zamieniając się gibbering poster <no...@nowhere.com>:

> If I do this, will it still be a roguelike?

You're approaching the problem from wrong side. The way the game is
shawn shouldn't be important at all. The best you can do is to make
both ascii and gtk version, thus your code will be perforce to be
modular - and that's good.

koctyxa

gibbering poster

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Mar 17, 2004, 3:59:25 PM3/17/04
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"The Sheep" <sh...@atos.wmid.amu.edu.pl> wrote in message
news:slrnc5h9pc...@atos.wmid.amu.edu.pl...

> Dnia Wed, 17 Mar 2004 18:50:23 GMT, gibbering poster napisal(a):
> > Hi all.... I'm actually quite interested in writing my own roguelike
> > (who isn't), but I'm concerned that my ideas might throw my project
out
> > of the 'scope' of a roguelike, and I want it to fit into the mold
for
> > all intents and purposes...
>
> Well. If you think it will be a good game, why do are you worrying
> whether this will be roguelike or not?
>
> > If I do this, will it still be a roguelike?
>
> Who cares anyways?


Quite a good point, and thank you for bringing it out to me. I have
been lurking in this forum for quite some time, and see so many good
ideas put forth, I just wanted my game to be subject to the same
criticism, and not dismissed for not being roguelike enough...

I don't know about other developers out there, but for me, a lot of the
enjoyment of writing a game (especially one you intend to make no money
off) is seeing others play and enjoy it. I know there's a great
roguelike playing community out here, and I would love for my game to be
a part of it.


copx

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Mar 18, 2004, 6:42:28 AM3/18/04
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"gibbering poster" <no...@nowhere.com> schrieb im Newsbeitrag news:O516c.11269$L45....@newssvr27.news.prodigy.com...
[snip]

Well, just call your game a "rouge-like" like this guy:
http://scourge.sourceforge.net/

At least nobody could complain that you use the wrong
label :-)

copx


The Sheep

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Mar 18, 2004, 9:02:01 AM3/18/04
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Dnia Wed, 17 Mar 2004 20:59:25 GMT, gibbering poster napisal(a):

> "The Sheep" <sh...@atos.wmid.amu.edu.pl> wrote in message
> news:slrnc5h9pc...@atos.wmid.amu.edu.pl...
>> Dnia Wed, 17 Mar 2004 18:50:23 GMT, gibbering poster napisal(a):
>> > If I do this, will it still be a roguelike?
>> Who cares anyways?
>
> Quite a good point, and thank you for bringing it out to me. I have
> been lurking in this forum for quite some time, and see so many good
> ideas put forth, I just wanted my game to be subject to the same
> criticism, and not dismissed for not being roguelike enough...

There are already developers of games that can hardly be called roguelike.
The purpose of this group (as I see it) is not to only help to develop
roguelike games, but to help to develop the areas of writing games that
can be meet when developing a roguelike game. (I hope at least somebody
will be able to parse that last sentence ^^))) ). You see, you can
meet the field of vision, pathfinding, combat mechanics, item management
and lots of other issues in whole lot of different kinds of games. And
discussing them here also helps roguelike developers, so it's good.

To sum up -- your game doesn't have to qualify as a roguelike. Well, you
don;t even have to write your game do be here, so be welcome.

> I don't know about other developers out there, but for me, a lot of the
> enjoyment of writing a game (especially one you intend to make no money
> off) is seeing others play and enjoy it. I know there's a great
> roguelike playing community out here, and I would love for my game to be
> a part of it.

Most of us don;t play roguelikes just because of being roguelikes, but
simply because we enjoy them. Lots of roguelikes some of us doesn't like
and don't want to play, despite their being roguelikes.
Calling your game a roguelike may encourage some of us to try it. But if
it's bad -- well, nothing can save it. And if it's good -- nobody will moan
that it's not a roguelike.

konijn

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Mar 18, 2004, 2:23:30 PM3/18/04
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"copx" <inv...@invalid.com> wrote in message news:<40598...@news.arcor-ip.de>...

> "gibbering poster" <no...@nowhere.com> schrieb im Newsbeitrag news:O516c.11269$L45....@newssvr27.news.prodigy.com...
> [snip]
>
> Well, just call your game a "rouge-like" like this guy:
> http://scourge.sourceforge.net/

Thanks for the link, really appreciated this stuff,
specially the import of quake3 models into his game,
maybe 1 day, we cant blame the lack of art for making
good games :D

T.

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