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Thread: Roguelike you like

  1. #1
    Kitschum
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    Roguelike you like

    Any?

    I started playing Dungeon Crawl Stone Soup and damn if it's not addictive.

    I also tried zangband and z+band but they seemed too slow and boring to me.

  2. #2
    Tuberski
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    Seems okay, will play more tomorrow.

    ACK!
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    Main_Brain
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    The Worst Thing about Soup is that you see your Inventory after your Death and every friggin Time I find something that could have saved me
    Curse your sudden but inevitable betrayal!

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    Kitschum
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    Hehe! I get that too, and it just reminds me of how much I suck at it.

    I've made about three dozen mountain dwarf fighters, but they never seem to get below level 12-13 or so. On the other hand none of my high elf wizards have so far survived Siegfried...

    I've just started my second Kobold Berserker. I have high hopes for this one.


    But, irrespective of the Soup talk (it is a great game), can anybody recommend me any other rougelikes I might like? ASCII graphics are no problem. It was the long empty corridors that turned me off Zangband, so quicker action is preferable.

  5. #5
    Tuberski
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    I'm having quite a lot of fun playing this, thanks Kitschum!

    ACK!
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    Kitschum
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    Hard though, isn't it?

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    Main_Brain
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    I recently started playing some Zombie survival rogues ( Rogue Survivor, Catalysm) dont know wheter those might interest you?
    Curse your sudden but inevitable betrayal!

  8. #8
    Tuberski
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    Quote Originally Posted by Kitschum View Post
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    Hard though, isn't it?
    I'm cheating now. Every time you save the game it kicks you out completely, so I make a backup copy.

    ACK!
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    Kitschum
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    Quote Originally Posted by Main_Brain View Post
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    I recently started playing some Zombie survival rogues ( Rogue Survivor, Catalysm) dont know wheter those might interest you?
    They might, thanks. I'll check them out.

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    Kitschum
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    Rogue Survivor (I use Deon's mod) has me getting punked by bikers all the time, and getting inadvertently shot by CHAR guards or whatever they are. Cataclysm seems nice, but yeah, soon as I think I'm getting a good start I get over-confident and start to fight the zombies instead of running like I know I'm supposed to. The ending to that story is always predictable.

    Had some fun with Desktop Dungeons. It has ti-i-iles too... so you know.

    I'm thinking whether I should cough up the bucks for Unreal World or not? Anyone played it? Thoughts?

  11. #11
    Main_Brain
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    I used to open the Doors of the Guarded buildings and let the undead/Army/whatever do the Rest

    There is a special on roguelikes at RPS ( http://www.rockpapershotgun.com/2011...es/#more-86051 ) which showed severeal rogues I never heard of. There is an Doom-Rogue how did I miss that??
    Curse your sudden but inevitable betrayal!

  12. #12
    Al B. Sure!
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    Eww you all are playing games that look like this in 2011?



    What the ****?
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  13. #13
    N35t0r
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    Um, yes?

    Substance > visuals?
    Indifference is Bliss

  14. #14
    Elok
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    Should we tell him about Gog.com, or will it make his head explode?

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    Proteus_MST
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    Maybe I should post a screeenshot of Dwarf Fortress, which also more or less counts as a roguelike
    (at leats the part where you create your own adventurer and exlore the world ... in contrast to the other connected part of the game, which is one of the most complex fortress building games I know of)




    For those who only see ASCII let me explain the scene:
    You see a trading caravan with mules and caravan guards crossing a bridge over a river in order to approach the fortress on the right half of the screen.
    Said fortress is guarded by 3 catapults next to the entrance (which btw. is adorned by 2 statues), as well as 2 ballistae behind arrow slits.
    Within the forress you see a lot of single occupancy rooms (with a bed and a bag for the belongings of the occupant) a barracks, as well as a well, a canteen and a still, where a busy brewer is creating more booze to keep the dwarves happy.

    As part of your equipment, you are to have a trowel, and when you squat outside, you are to scrape a hole with it and then turn and cover your excrement.
    Deut. 23: 13

  16. #16
    Al B. Sure!
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    Quote Originally Posted by N35t0r View Post
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    Um, yes?

    Substance > visuals?
    You can't have substance with a game like that. How complex can it be where you walk around on a map like that? The technical insophistication makes substance impossible.
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  17. #17
    Elok
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    An old-school RPG (and, afaict, "roguelike" refers to a VERY old-school type of RPG) is just a big pile of numbers getting modified and measured against each other. Even the most primitive computer can do oodles of mathematical operations per second. The only restrictions imposed by such a map, that I can think of, are that you can't have a character doing anything like snipe an enemy by lining up a cursor manually, or anything else involving 3-D motion. But that's the thing: when you're playing such a game, you're not you. You're a level whatever Elf Paladin with X strength and Y agility. Those stats determine your performance, not your reflexes. Now, you still retain your own decision-making abilities even if your character has an intelligence of 2. Presumptively the latest dungeon-crawlers have a censor to keep your Troll Berserker from doing anything too clever.

  18. #18
    onodera
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    Quote Originally Posted by Proteus_MST View Post
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    Maybe I should post a screeenshot of Dwarf Fortress, which also more or less counts as a roguelike
    (at leats the part where you create your own adventurer and exlore the world ... in contrast to the other connected part of the game, which is one of the most complex fortress building games I know of)




    For those who only see ASCII let me explain the scene:
    You see a trading caravan with mules and caravan guards crossing a bridge over a river in order to approach the fortress on the right half of the screen.
    Said fortress is guarded by 3 catapults next to the entrance (which btw. is adorned by 2 statues), as well as 2 ballistae behind arrow slits.
    Within the forress you see a lot of single occupancy rooms (with a bed and a bag for the belongings of the occupant) a barracks, as well as a well, a canteen and a still, where a busy brewer is creating more booze to keep the dwarves happy.

    The fortress is located in a hot location, as the pools have dried up. The entrance is also trapped, and it would be easier on the eyes if the architect turned detailed engravings off. DF
    Graffiti in a public toilet
    Do not require skill or wit
    Among the **** we all are poets
    Among the poets we are ****.

  19. #19
    Al B. Sure!
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    Quote Originally Posted by Elok View Post
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    An old-school RPG (and, afaict, "roguelike" refers to a VERY old-school type of RPG) is just a big pile of numbers getting modified and measured against each other. Even the most primitive computer can do oodles of mathematical operations per second. The only restrictions imposed by such a map, that I can think of, are that you can't have a character doing anything like snipe an enemy by lining up a cursor manually, or anything else involving 3-D motion. But that's the thing: when you're playing such a game, you're not you. You're a level whatever Elf Paladin with X strength and Y agility. Those stats determine your performance, not your reflexes. Now, you still retain your own decision-making abilities even if your character has an intelligence of 2. Presumptively the latest dungeon-crawlers have a censor to keep your Troll Berserker from doing anything too clever.
    Restrictive movement, for one, Elok. There's less 'space' even not considering the lack of verticality. That area shown in the screenshot has 210 unit-sized spaces, though some of that are walls, stairs, and a doorway. Regardless, there is nothing smaller than a unit size. Every turn, you travel in denominations of unit size. It also doesn't look like there's any concept of 'facing' of units either.

    Don't let your pride get to you and I realize it wasn't you that made the comment but let's not kid ourselves. There's only so much depth you can get if you use late 80's computer technology. The technology necessarily limits the complexity.
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  20. #20
    Elok
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    Quote Originally Posted by Al B. Sure! View Post
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    Restrictive movement, for one, Elok. There's less 'space' even not considering the lack of verticality. That area shown in the screenshot has 210 unit-sized spaces, though some of that are walls, stairs, and a doorway. Regardless, there is nothing smaller than a unit size. Every turn, you travel in denominations of unit size. It also doesn't look like there's any concept of 'facing' of units either.
    1. There's no reason why that technology would be incompatible with facing, even if whatever game that is didn't implement it.
    2. I don't see how the ability to travel fractions of a person/unit would open up radical gameplay options. Distances of less than two meters or so could be considered negligible by all but the most anal-retentive.

    Don't let your pride get to you and I realize it wasn't you that made the comment but let's not kid ourselves. There's only so much depth you can get if you use late 80's computer technology. The technology necessarily limits the complexity.
    Only WRT things not at all relevant to a hardcore RPGer. You couldn't do anything like aim arrows, as in later Legend of Zelda games, but that's not desired here. You can have extremely complex models of player health, complex damage formulas, complex spell effects, complex battle systems, complex crop rotation systems for your orc plantation, or any number of other things unrelated to graphics or perspective. You just can't have them together with flashy FX in this case.

    Moreover, the bad graphics strike me as something of a plus, from a certain perspective. You can easily draw a 16 square pixel (or whatever) representation of a medusa or a werewolf in about two minutes. Rendering one in 3D and plotting its different animations takes ages and is likely to come out looking like crap in the end anyway. Lots of people, it seems, like the gameplay and don't care about the graphics. Neglecting eye candy allows good/clever programmers with no artistic talent to do their thing, and speeds up game development a good deal to boot. I mean, compare Civ2 modding to Civ4 modding. Civ4's greater gameplay possibilities have nothing to do with the far superior graphics, but the far superior graphics do make it harder to create custom art.

  21. #21
    N35t0r
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    Quote Originally Posted by Al B. Sure! View Post
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    You can't have substance with a game like that. How complex can it be where you walk around on a map like that? The technical insophistication makes substance impossible.
    Chess: the most insubstantial game ever. It must be even simpler than checkers.

    Modern Warfare is an FPS where most of the time enemies spawn endlessly, until you reach the next 'checkpoint', and most of the time (if not all of the time) the only choices you'll be making is between two or three possible avenues of advance. The rest is just shooting said enemy lemmings and ducking behind cover. You seriously believe that this game has more 'substance' than a rougelike or dwarf fortress, because of the graphics and the fact that you are not limited to being in a 'square' of terrain (even if you still have less real alternatives to go through)?
    Indifference is Bliss

  22. #22
    Al B. Sure!
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    Quote Originally Posted by N35t0r View Post
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    Chess: the most insubstantial game ever. It must be even simpler than checkers.

    Modern Warfare is an FPS where most of the time enemies spawn endlessly, until you reach the next 'checkpoint', and most of the time (if not all of the time) the only choices you'll be making is between two or three possible avenues of advance. The rest is just shooting said enemy lemmings and ducking behind cover. You seriously believe that this game has more 'substance' than a rougelike or dwarf fortress, because of the graphics and the fact that you are not limited to being in a 'square' of terrain (even if you still have less real alternatives to go through)?
    Single player Call of Duty blows. It's just a barely interactive movie. Multiplayer is a little better but usually comes down to who gets the drop on someone first.

    But I'm sorry. Did I somewhere hold Call of Duty as the paradigm of complex game design? No, I didn't. Call of Duty is pretty simple and straight-forward. Way to create a strawman.

    Strawman #2: Chess: the most insubstantial game ever. It must be even simpler than checkers.

    No, by virtue of different unit types, chess is more complex than checkers.
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  23. #23
    Tuberski
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    Why don't you try a roguelike before you denigrate it , Al.

    Of course you won't because they have simple graphics.

    Dwarf fortress would kick your ass, repeatedly.

    ACK!
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  24. #24
    N35t0r
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    Quote Originally Posted by Al B. Sure! View Post
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    You can't have substance with a game like that. How complex can it be where you walk around on a map like that? The technical insophistication makes substance impossible.
    Quote Originally Posted by Al B. Sure! View Post
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    But I'm sorry. Did I somewhere hold Call of Duty as the paradigm of complex game design? No, I didn't. Call of Duty is pretty simple and straight-forward. Way to create a strawman.
    But it's technically sophisticated!

    Quote Originally Posted by Al B. Sure! View Post
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    Strawman #2: Chess: the most insubstantial game ever. It must be even simpler than checkers.

    No, by virtue of different unit types, chess is more complex than checkers.
    Let me refer you to what you yourself said up there.
    Indifference is Bliss

  25. #25
    Al B. Sure!
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    Chess has more unit types than checkers. Are you being stupid?
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  26. #26
    N35t0r
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    Quote Originally Posted by Al B. Sure! View Post
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    Chess has more unit types than checkers. Are you being stupid?
    They're still more insubstantial than Call of Duty?
    Indifference is Bliss

  27. #27
    Al B. Sure!
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    Quote Originally Posted by N35t0r View Post
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    They're still more insubstantial than Call of Duty?
    Call of Duty isn't a similar sort of game. Starcraft is potentially more complex than chess.
    "Flutie was better than Kelly, Elway, Esiason and Cunningham." - Ben Kenobi
    "I have nothing against Wilson, but he's nowhere near the same calibre of QB as Flutie. Flutie threw for 5k+ yards in the CFL." -Ben Kenobi

  28. #28
    Proteus_MST
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    Is Starcraft also potentially more complex than Go? (which even has less unit types compared to chess)
    As part of your equipment, you are to have a trowel, and when you squat outside, you are to scrape a hole with it and then turn and cover your excrement.
    Deut. 23: 13

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