Game Development Community

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.

About the author

Computer security, digital forensics, and platform jumper enthusiast. shells.myw3b.net/~syreal/


#1
11/17/2008 (3:20 pm)
I've not played Rogue, but my favourite aspect of roleplaying, (both online and offline), has always been character development. I always viewed the major plot as a tool to develop the character - to add depth to their persona and to increase the player's emotional attachment to them. Enemies who seek out the character, unrequited love whether it be unrequited from an NPC or from the main character himself/herself, and personal insecurities that aren't traditionally covered in the RPGs that I've encountered.
#2
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.