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- ...n by Sun Microsystems when developing Java, that there would be times when non-standard functionality would be required by the developer. Certain things ...ple, a DLL library file compiled in C. The functionality contained in the non-Java library can be used by a native Java program. Be warned however, the10 KB (1,414 words) - 09:19, 29 January 2010
- ...unced projects on the [[Neko]] engine. At the same time he is working on a non-roguelike game and the first stage of [[GenRogue]] codenamed '''Wraith'''.2 KB (294 words) - 04:12, 25 June 2022
- ...above questions (ignoring the third for now) can be answered. Below is a (non-exhaustive) list of possibilities. In all of the examples, rnd() returns a Corollary: In the non-randomized version, your players will be unable to affect some opponents, w6 KB (963 words) - 19:41, 12 March 2010
- * 0.4-0.6 were more attempts of creating a non-trivial world, cell and room based, inspired by MUDs.2 KB (289 words) - 17:26, 8 September 2022
- A magic system typically defines a set of non-standard attacks and effects which are limited by an in-game restriction, s2 KB (346 words) - 02:44, 21 February 2022
- |licensing = Free for non-commercial use3 KB (360 words) - 05:40, 29 July 2009
- BASIC can be Non-Structured and Procedural. (And in the single case of Visual Basic, Object2 KB (344 words) - 10:12, 13 July 2021
- This is a '''list of roguelikes based on existing non-roguelike IPs''', e.g. books, movies, other video games, etc., either loose4 KB (533 words) - 00:42, 25 August 2023
- == Non-Examples == ...sponsive, reacting to player's actions immediately. Unskippable, slow, and non-adaptative animation gets in the way of this.13 KB (2,079 words) - 23:29, 17 November 2023
- * Non-combat challenges as well as combat ones.3 KB (389 words) - 02:03, 15 December 2022
- ...ment blog for [[Dance of Death]], [[Chronophase]], and other roguelike and non-roguelike games.5 KB (636 words) - 04:41, 30 September 2021
- Judoband is my currently non-existent crappy Angband variant.3 KB (449 words) - 20:28, 14 August 2010
- ...adeath|permadeath]], turn-based gameplay, grid-based movement, complexity, non-modal interactions, resource/inventory management, and more. As such, Waywa4 KB (557 words) - 05:19, 18 May 2023
- |features = Non-linear, No experience levels3 KB (471 words) - 20:46, 14 February 2022
- ...sistent levels, built from manually designed (but randomly chosen) chunks. Non-linear level progression. Currently the dungeon has two main branches that3 KB (488 words) - 14:11, 25 November 2023
- * '''Blocking or non-blocking game flow.'''4 KB (548 words) - 14:22, 18 June 2010
- ...the "normal" way, you get a [[KleinRL|Klein bottle]]. Or you could have a non-flat dungeon, in which walking forward might cause you to change direction;4 KB (630 words) - 10:52, 20 October 2010
- The player needs to manage inventory, combat skills (called "moves"), and non-player teammates that will be acquired along the way. The player character4 KB (684 words) - 05:38, 5 January 2010
- * A function defining non-traversables.7 KB (774 words) - 12:17, 16 October 2023
- |influences = [[ADOM]], and non RL: Might & Magic VI (NWC), Majesty, Space Rangers4 KB (550 words) - 15:20, 11 August 2023