Pemptus on 22/8/2011 at 13:42
If you end up getting ADOM a spin, get ADOM SAGE: (
http://kiserai.net/adom/sage/)
It's a frontend kind of thing that does some neat stuff, like allowing you to create macros, colouring important messages so you don't miss them and lots of other tweaks and fixes. Can't live without it.
Kuuso on 22/8/2011 at 14:30
ADOM is so close to my heart. I think I've only completed it succesfully a three or five times, never the ultimates. I've played it on and off for...ten years? IDK, but it has got to a point where certain albums always remind me of ADOM, because I've listened to them while playing it (when reviewing them for example, since there's multiple listens).
<3
Koki on 15/2/2012 at 21:05
Daggerfall had randomly generated dungeons that were in full 3D. Diablo had randomly generated dungeons that were in pretty isometric 2D. Spelunky had randomly generated dungeons that were sidescrolled 2D.
So why do all the Roguelikes look like shit?
Is it just sort of dump for the failed game devs? "I'm going to make a game! Because I'm a neckbeard and because it doesn't require any artistic skill it will be an ugly-ass roguelike"
june gloom on 15/2/2012 at 21:49
Yeah I never quite figured the appeal either. Even a simple icon-based one like Castle of the Winds would've sufficed.
Dresden on 15/2/2012 at 22:17
Quote Posted by dethtoll
Yeah I never quite figured the appeal either. Even a simple icon-based one like Castle of the Winds would've sufficed.
That would be Dungeon Crawl Stone Soup.
Dungeons of Dredmor on Steam is pretty fun as well and has proper graphics.
Eldron on 15/2/2012 at 23:29
Quote Posted by Koki
Daggerfall had randomly generated dungeons that were in full 3D. Diablo had randomly generated dungeons that were in pretty isometric 2D. Spelunky had randomly generated dungeons that were sidescrolled 2D.
So why do all the Roguelikes look like shit?
Is it just sort of dump for the failed game devs? "I'm going to make a game! Because I'm a neckbeard and because it doesn't require any artistic skill it will be an ugly-ass roguelike"
While it was never about the appeal, it might have become that through time.
It was always however about the simplicity of being able to implement gameplay even with the complete lack of artistical abilities or even time needed. Ascii became the most easily usable and available tileset there is, especially in scenarios where there is only programmers and often only one programmer. Ascii also meant seamless integration between text and visual representation without any issues.
Roguelikes became the pure representation of gameplay without art.
Daggerfall, Diablo, and Spelunky all have in common that they actually have artists, and that they were feature-complete in development.
also, get out.
Koki on 16/2/2012 at 06:50
Quote Posted by Eldron
It was always however about the simplicity of being able to implement gameplay even with the complete lack of artistical abilities or even time needed.
So it is the talentless neckbeards.
doctorfrog on 16/2/2012 at 08:25
Quote Posted by Koki
Daggerfall had randomly generated dungeons that were in full 3D. Diablo had randomly generated dungeons that were in pretty isometric 2D. Spelunky had randomly generated dungeons that were sidescrolled 2D.
So why do all the Roguelikes look like shit?
Is it just sort of dump for the failed game devs? "I'm going to make a game! Because I'm a neckbeard and because it doesn't require any artistic skill it will be an ugly-ass roguelike"
No. Sort of, but mostly no. I'd explain further, but you're Koki.
Also I'm considering writing another State of the Rogue Article to be Mostly Ignored, stay tuned or don't. Reader's Digest version: play Brogue, DoomRL, or Crawl. Or if you're a wee babe, play Dredmor or wait for Diablotorchlight.
Eldron on 16/2/2012 at 09:34
Quote Posted by Koki
So it is the talentless neckbeards.
It's a bigger crime when talentless neckbeards try to create artwork when they clearly lack that ability, but I guess you like those mspaint "8-bit" indie games.