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  • UNRLE or Unnamed Roguelike Engine is a roguelike game engine currently in development by Mr. L. == Ideas ==
    705 bytes (86 words) - 01:48, 10 November 2009
  • ...to that game, but now with ideas moving away at a new tangent from the old game. The latest release of WoT is long outdated, but he has actually made sign ...t excuse to try out all the great new projects out there, and to gain some ideas for his own.
    866 bytes (152 words) - 11:39, 22 March 2009
  • find old rulebooks to be a great source of ideas for my RL and other games One of the old game modules I found was L2 - "The Assassin's Knot". It was a
    2 KB (290 words) - 03:44, 3 June 2009
  • ...ation channel for player/testers to submit their ideas that could make the game better/cooler.
    339 bytes (53 words) - 11:53, 22 March 2009
  • ...as to make variant that has an Angband flavor but incorporates many of the ideas and features made popular by other variants. However, as Angband has underg
    1 KB (188 words) - 21:17, 3 February 2021
  • a roguelike game. We will get to it. ...cons should be kept in style, possibly matched to the overall theme of the game. They shouldn't stick out so bad that they break the immersion.
    4 KB (664 words) - 15:06, 15 June 2007
  • [[Category:Game ideas]]
    651 bytes (121 words) - 03:45, 3 June 2009
  • {{game-alpha| name = ArenaRL ArenaRL is a tactical sci-fi game that pitches the player in a deathmatch against several AI opponents in ran
    968 bytes (131 words) - 20:31, 18 October 2011
  • You are a shopkeeper @. You spend the game puttering about in your As you get further in the game, more and more adventurers come in at
    1 KB (257 words) - 03:45, 3 June 2009
  • {{game-7drl| name = Waaaghammer The game has 10 areas to explore.
    1 KB (220 words) - 10:22, 29 March 2012
  • {{game-7drl| name = Magic Fountain Magic Fountain is a roguelike adventure game. Its up to you to figure out the end goal, ok its very obvious, but still i
    2 KB (254 words) - 12:36, 8 April 2013
  • {{game-beta| name = Como el Rogue I hope to advance on ideas and solutions with the problems and have a decent version soon. at least fo
    2 KB (241 words) - 22:12, 21 March 2012
  • {{game-talkie| name = Grimdark ...sed roguelike set in the Warhammer 40,000 universe while implementing many ideas and concepts from the tabletop RPG Dark Heresy.
    526 bytes (65 words) - 02:18, 13 December 2010
  • For a bunch of ideas on this topic, it is worth looking at the notes that were developed for the ''for filling out your game's population.''
    1 KB (183 words) - 18:11, 21 March 2009
  • ...[[The Sheep]], and the concept evolved as other rgrd regulars added their ideas and input. [[Category:Game ideas]]
    2 KB (403 words) - 03:42, 3 June 2009
  • It's just a Yet Another Game Ideas. It might be interesting. This game is mainly inspired from "Elite" and "Dope Wars". Game concepts come
    4 KB (674 words) - 19:46, 7 September 2014
  • {{game-7drl| name = I rule, you rule, we all rule old-school Hyrule * An overworld inspired by the original Zelda game
    3 KB (429 words) - 08:30, 28 January 2014
  • good. Some level of abstraction is required in a game, though; the game would not be fun if every attack caused bleeding and every
    6 KB (974 words) - 07:03, 22 March 2009
  • [[Category:Game ideas]]
    2 KB (282 words) - 06:14, 19 July 2011
  • {{game-beta|name = Revengate ...o make the controls more mobile-friendly. The control scheme borrows a lot ideas from the excellent UI in Pixel Dungeon and its Shattered Pixel variant.
    1 KB (194 words) - 15:06, 10 May 2024
  • {{game-beta| name = Choose ...d, and the game provides a competitive aspect through live highscores. The game is playable using a keyboard and/or mouse, or by interacting with the text
    3 KB (417 words) - 14:36, 2 December 2014
  • {{game-alpha| name = Cracks and Crevices ...s a graphical ascii roguelike game written by Stu, using [[SDL]]. It takes ideas from my other roguelikes like [[UnderDark]] and [[SRL]].
    3 KB (512 words) - 03:16, 19 September 2010
  • I had an idea once for a rogue-like campaign game but somehow I never had the time to work on it. The game engine was going to allow a party
    3 KB (564 words) - 07:26, 23 October 2012
  • ...ic (such as the "monster-lite patch" and the "artifact memory-patch"). Any ideas are welcome, though I'm pretty new to programming in C so I can't promise I
    1 KB (181 words) - 12:16, 18 August 2009
  • have yet to see a roguelike game that exhibits intelligent and realistic "brilliant" ideas I come up with at 4 AM don't work very well after a few
    7 KB (1,316 words) - 04:09, 15 September 2006
  • {{game-beta|name = Vapors of Insanity Vapors of Insanity is a roguelike game set on a paradise island of Fortarica, where the common Humans, mighty Dwar
    3 KB (479 words) - 16:29, 27 June 2012
  • ...lly) short, and require a great deal of thought and planning, like a chess game, so the pain of waiting for your foe to move isn't so painful. Like any co ...'re getting into ahead of time, and they can choose an appropriately paced game.
    9 KB (1,576 words) - 03:43, 3 June 2009
  • {{game-7drl| name = Synthesizer Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.
    8 KB (1,465 words) - 11:42, 3 June 2015
  • * WIN THE GAME IN 9 DIFFERENT WAYS! * Get lots of in-game help and instructions
    2 KB (316 words) - 05:28, 26 July 2023
  • {{game-stable| name = Remixed Pixel Dungeon Remixed Pixel Dungeon is pixel-art roguelike game for android ([https://play.google.com/store/apps/details?id=com.nyrds.pixel
    3 KB (456 words) - 22:16, 5 April 2018
  • <th style="background:#C2D8EF; padding:.2em; margin:1em;">Game Length ...ill very active. Feedback is extremely appreciated, along with any and all ideas for future content.
    3 KB (519 words) - 17:26, 19 November 2020
  • ...rea. This possibly made it too easy and the action economy bloat of a late game character can crush most bosses unless the bosses get the first hit in and Items were planed for the game but scraped for time. Items would have been equipment with special one time
    4 KB (736 words) - 14:34, 18 May 2017
  • ...eak roguelike|coffeebreak]] [[Horror1|gore]]-themed roguelike based on the game Doom ...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
  • ...e arranged in a general chronological order of development. Large lists of ideas (items, spells, themes, etc.) are in bold. * [http://alun.myftp.org/Appz/MMOGameBalanceIssues.xps MMO Game balance issues (XPS doc)]
    11 KB (1,378 words) - 14:20, 25 November 2023
  • {{game-talkie| name = Labyr2 ...pment had begun during the summer of 2010. Its goal is to create a complex game engine with lots of uses for items, your skills, attributes, combat, and I
    5 KB (931 words) - 20:33, 11 February 2011
  • {{game-alpha| name = Into the Labyrinth ...vement. It is still under development and has the basic chassis of how the game will work combat and movement wise.
    4 KB (571 words) - 15:02, 7 February 2014
  • ...ity, and did not deliver a working implementation or [[prototype]] of that game. ...397d1a1e73/ An idea for a roguelike] to [[rgrd]], in which he outlined his game concept.
    19 KB (3,163 words) - 19:27, 29 May 2013
  • {{game-stable|name = Break Out Of Hareka's Underground ...and terrain features. Aiming for a replayable streamlined experience, the game avoids manual inventory management and complex character building, relying
    3 KB (358 words) - 08:53, 17 September 2023
  • ...lasses. Start by deciding the types of Item that will be available in the game. More can be added easily later on. For this example, the following Item Hopefully this article will give you some ideas when implementing you're roguelike Items in Java. The beauty of this appro
    5 KB (733 words) - 17:30, 10 June 2016
  • {{game-7drl| name = Free-Like ...1]], being a roguelike that has large "Free-Like" dungeons to explore. The game can be found at the [http://sigonasr2.servegame.org/freelike official site]
    5 KB (770 words) - 03:56, 16 March 2011
  • {{game-talkie| name = World of Rogue ...ld probably be an explanation of what is meant by it and what classifies a game as a roguelike.
    6 KB (1,023 words) - 08:25, 29 July 2009
  • {{game-alpha| name = Middlecrest ...roguelike genre. The goal of the project is to implement many of the same ideas seen in the earlier games of the Elder Scrolls franchise but to also includ
    6 KB (879 words) - 22:23, 18 April 2017
  • The term "roguelike" is still growing in popularity to describe any game with procedural content generation, or punishing difficulty. RogueBasin is ...chess than to reflex-based games like first-person shooters, and where the game provides new content and challenges on every run, using procedural content
    5 KB (806 words) - 03:34, 16 March 2024
  • ...ispiriting, as one may have new ideas that cannot fit inside one's current game. A 7DRL is a way to experiment with the genre without fearing creating ano ...riment. However, this is a roguelike-focused challenge, not just a generic game jam. Procedural content and permadeath/permafailure are both pretty core. O
    7 KB (1,055 words) - 17:20, 6 January 2019
  • This is the most fun part of the game, since the PC cannot appply his If one wanted to make the game ship-centric, the PC could be a human (or
    13 KB (2,348 words) - 03:44, 3 June 2009
  • {{game-alpha| name = MnemonicRL Windows and Linux versions available. The game has a multiplayer client and also a singleplayer mode.
    3 KB (518 words) - 02:58, 28 May 2010
  • {{game-7drl| name = God of Change God of Change is a game where monsters change in ability over time. What might initially be an unch
    6 KB (973 words) - 22:29, 19 May 2017
  • ...sonal interpretation of the question. However, please feel free to discuss ideas around it, and extend the "External links" with other interpretations.'' ...ition has been nebulous from the beginning, as ultimately a roguelike is a game that is inspired by another roguelike.
    6 KB (978 words) - 21:23, 11 November 2023
  • {{game-beta|name = Numenfall ...ests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving u
    6 KB (958 words) - 00:49, 20 February 2020
  • '''Coop Catacombs''' is a traditional roguelike game focused on '''cooperative''' gameplay through its '''asynchronous multiplay Read the help section by pressing '''[?]''' at any time during the game. Seriously, read the help to learn about the basic commands and actions.
    5 KB (760 words) - 11:07, 8 April 2024
  • {{game-beta| name = The Veins of the Earth The game has a WIP documentation at http://veins-of-the-earth.wikidot.com/.
    7 KB (1,091 words) - 15:12, 24 May 2018
  • The AD&D is indeed the TSR gaming product; AD_D is a rogue like game which was designed to be more AD&D-like. I haven't gotten my copy yet so I The game this refers to seems to be [https://en.wikipedia.org/wiki/Advanced_Dungeons
    21 KB (3,700 words) - 09:03, 14 February 2024
  • [[Category:Game ideas]]
    4 KB (630 words) - 10:52, 20 October 2010
  • uninteresting that the game becomes an endless, repetitive hack and The basic idea is this: Each mobile (creature) in the game is
    10 KB (1,539 words) - 13:39, 15 September 2006
  • {{game-stable|name = C:\raft ...tons of loot, exploring your hard drive, taking on quests, and dying. The game features practically no story, and it's crafting experience is no more than
    12 KB (1,953 words) - 16:33, 30 June 2018
  • {{game-major| name = Angband ...ing Sauron, Morgoth. After slaying Morgoth, the player may retire from the game as a winner, or continue playing (usually to try to find some rare [[artifa
    8 KB (1,286 words) - 22:59, 21 February 2022
  • with additional ideas from [[rec.games.roguelike.development]] discussions You could have the entire game set on a moving train: anything falling
    17 KB (2,789 words) - 19:53, 15 April 2013
  • ...owever, I'd say you need the following features to really have a cyberpunk game: # '''Silly Cyberspace''' - You have to spend a fair amount of the game in a virtual reality environment. Forget everything you actually know about
    14 KB (2,076 words) - 15:49, 18 August 2022
  • The magic style doesn't have to be cliched, either. For ideas for magic systems, Bag of Nuts to win the game, risking Big Hairy Spiders, Mean Faeries, Jay Birds,
    10 KB (1,806 words) - 06:42, 3 April 2011
  • ...eapon. Parasols, antlers, books, plates. Most of the items included in the game should be able to be used as weapons. ** Most of the "martial arts weapons" ...werful as you increase levels. This, however, would probably result in the game becoming too easy after taking a powerful move and improving it to the poin
    10 KB (1,624 words) - 19:13, 21 March 2009
  • ...s of ''interface'', that is, the way the map is displayed, and the way the game is controlled. Other genres defined by interface include platformer and fir ...concept such as this only by reading. Typically, a literal roguelike is a game where you move your character in turns on a grid of tiles, which can be emp
    13 KB (2,079 words) - 23:29, 17 November 2023
  • Gore as a [[theme]] for a roguelike game is not impossible. Although the best effect would be achieved using [[graph So you want to make a game with elements of gore, huh? Well, go to your local Video Renting place and
    16 KB (2,805 words) - 06:31, 13 April 2011
  • ...scuss the pros and cons for each (which can be listed below). Some of the ideas came from [http://gmc.yoyogames.com/index.php?showtopic=293496 this discuss ...it assumes an additional stat: maxATK, which would likely be global to the game.
    6 KB (963 words) - 19:41, 12 March 2010
  • [[Category:Game ideas]]
    7 KB (1,110 words) - 03:42, 3 June 2009
  • ...s probably because of hardware limitation to create a real zombie-survival game on the cutting edge that mainstream games require; maybe there's not enough ...e management, the tactical combat style, to mention a few, are ideal for a game about surviving a zombie-plague.
    14 KB (2,515 words) - 21:38, 16 February 2012
  • ...events. For example, it is readily possible to use the time-manager for in-game day/year tracking, hunger escalation, enchantment duration, etc This encapsulates the main game loop - it continues until the "done" variable is set - for example by a "Q"
    11 KB (1,572 words) - 00:59, 22 June 2021
  • # [[Rogue]] - special mention - great fun game, but not much variety ...it really may be a decent game, but I just can't swallow e.g. the ID mini-game. There also seems to be a lot of ways to do things that resemble playing, b
    48 KB (8,446 words) - 10:23, 14 July 2014
  • not going to discuss the early game - collection and least from the mid-game on, so try not to get him too angry.
    19 KB (3,380 words) - 16:09, 21 October 2017
  • Ideas for various NPC behaviors, compiled from [http://groups.google.com/group/re I think the most basic monster behavior that changes the rules of 
game when that monster appears on the level is collecting items. There 
ar
    27 KB (4,503 words) - 12:07, 12 November 2012
  • * Solo infiltration mission into a Nazi held castle (I think some game may have used this premise before :-) Some of these ideas can be combined, others are obviously incompatible.
    7 KB (1,006 words) - 11:04, 9 July 2023
  • ...view. The reviews could of course contain the version number of the tested game, but critical reviews might produce negative effects on games which already After the game has told you about your quest, it asks you to enter a handle, i.e. a name f
    46 KB (7,713 words) - 20:23, 1 November 2012
  • [[Rogue]] is a text-based game made in the 1970s that started it all. You explored a dungeon, gathering it ...of games that don't belong into any one genre. Purists may argue that any game that is graphical and real-time (as opposed to turn-based) cannot be a rogu
    84 KB (14,660 words) - 05:51, 22 June 2021
  • ...an't be pathed through, and the values can be whatever you want (with good ideas being the character representation of the tile or a Pygame surface with the ...and have one or more processes dedicated to calculating paths while you're game's main process continues on with other work until paths are calculated. Use
    44 KB (5,523 words) - 07:33, 4 December 2018