Adding User Elements - Week 3
Little thoughts to share today, what hasn't already been said on the video, reddit, or my github? I suppose we can talk about what makes a roguelike part of its genre, and whether or not my game is more of a roguelite. At its core, a roguelike is an adventure RPG with procedural generation. Permadeath is common. Many rely on a random roll of monsters and loot, subtracted by the players skill for difficulty. The difficulty can often increase in spurts, monsters become more capable and the loot may or may not be up to pace with the monsters.
Let's go over the rogues I know of offhand, there is Rogue of course. Angband, Caves of Qud, Cogmind, Unreal World, Dungeons of Dredmore, The Pit, Cataclysm: Dark Days Ahead, Dungeonmans, Tales of Maj'eyal, Dwarf Fortress, and many more. Something about it lends to easy creation for an indie team, some use tiles while others use ASCII. All of these I listed use procgen, all have turn-based tile-based movement.
So why don't I use procgen for this project? I kinda wanted a subversion of the norm here. A primary goal was making a moddable roguelike, and while systems are not currently moddable, the levels are. I want the player to define their experience here, with their own or levels they found online. I think that makes it a worthy roguelike. As many these days let the player set the challenge.
Thanks for reading friend! Hopefully I will make time for my RTS and you can read those logs too!
Files
Get Defeating User Built Dungeon
Defeating User Built Dungeon
Build-a-Rogue
Status | In development |
Author | KaizarNike |
Genre | Adventure |
Tags | Godot, Moddable, Roguelike, Text based |
More posts
- version 0.16 Pre-AnnouncementJul 01, 2023
- Generative Music and Text to SpeechMay 12, 2023
- Year 2 - Gaining SteamSep 25, 2022
- Items are the spice of life - Week 5Jul 30, 2021
- Moving the Badguy - Week 4Jul 26, 2021
- Start! Building a Roguelike - Week 2Jul 11, 2021
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