Roguelike ideas
by Kevin James · in Game Design and Creative Issues · 11/17/2008 (2:57 pm) · 2 replies
Hey dudes and dudettes,
What do you think is the (most fun) / (best) / (most important) / (whatever) idea or mechanism that you have seen, or would like to see in a roguelike? If you says graphics, I will virtually punch you in the teeth once I make a prototype roguelike. In your honor of course.
If you are unfamiliar with RL's then look it up in the ole Wiki, or just tell me your favorite aspect of an RPG.
Feel free to ponder this vast and important question for as long as you desire.
What do you think is the (most fun) / (best) / (most important) / (whatever) idea or mechanism that you have seen, or would like to see in a roguelike? If you says graphics, I will virtually punch you in the teeth once I make a prototype roguelike. In your honor of course.
If you are unfamiliar with RL's then look it up in the ole Wiki, or just tell me your favorite aspect of an RPG.
Feel free to ponder this vast and important question for as long as you desire.
About the author
Computer security, digital forensics, and platform jumper enthusiast. shells.myw3b.net/~syreal/
#2
I'd have to say an intuitive interface would be nice... I usually take 5-year-breaks between my Rogue excursions and every time I go back to it it's a huge learning curve to remember all the commands and symbol meaning. If you aren't going to have solid graphic representation of what each element is, then at least have a key somewhere.
Other than that, my other favorite thing about roguelike's is the exponetial evolution of RL's that has become Dwarf Fortress.
I think EVERYONE should give DF a solid shot, just once. I mean sitting down, learning the commands and spend a solid weekend on it. Really impressive effort by it's devs.
11/17/2008 (3:27 pm)
Graphics! But srsly... I'd have to say an intuitive interface would be nice... I usually take 5-year-breaks between my Rogue excursions and every time I go back to it it's a huge learning curve to remember all the commands and symbol meaning. If you aren't going to have solid graphic representation of what each element is, then at least have a key somewhere.
Other than that, my other favorite thing about roguelike's is the exponetial evolution of RL's that has become Dwarf Fortress.
I think EVERYONE should give DF a solid shot, just once. I mean sitting down, learning the commands and spend a solid weekend on it. Really impressive effort by it's devs.
Torque Owner David Taylor