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  • In most roguelike games, there is a need to calculate which dungeon grids are visible in a direct who enjoys designing and coding games as a hobby. I am drawn to
    11 KB (1,699 words) - 02:25, 29 July 2010
  • ...cessful use of them. I believe this creates a more realistic game, unlike games such as ADOM and ToME where the player increases his skills each time he ga Unlike the standard roguelike, or even the standard RPG, quests will involve more than someone saying, "G
    8 KB (1,337 words) - 04:32, 6 March 2014
  • Sucker is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2014 event. ...ode is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]
    8 KB (1,370 words) - 11:41, 3 June 2015
  • ...does not die, this damage will eventually go away on its own. In roguelike games, most damage is of this type. *II) Progressive. The typical roguelike poison is Progressive. Damage is done over time; curatives may allow preven
    12 KB (1,994 words) - 07:38, 27 April 2011
  • ...'[http://groups.google.com/group/rec.games.roguelike.development rec.games.roguelike.development]'' * JeffLait: Towards an Algebra of Roguelike Movement
    6 KB (1,018 words) - 19:42, 25 November 2023
  • with additional ideas from [[rec.games.roguelike.development]] discussions horse-related [[skill]]s. Some games may want to simply use the horse as a
    17 KB (2,789 words) - 19:53, 15 April 2013
  • ...sual color palette of curses or similar terminal programs. This makes our games much more visually appealing, and it runs faster as well. That's not to me
    23 KB (3,813 words) - 15:02, 26 October 2012
  • ...ly my Roguelike had a pathfinder that predated me even starting to write a Roguelike. It suffered badly from being both my first serious pathfinder and some of * The Red Blob Games pages on pathfinding (http://www.redblobgames.com/pathfinding/a-star/introd
    44 KB (5,523 words) - 07:33, 4 December 2018
  • Roguelike Intelligence, part 2B: Displaced Actions. 'phases' or maybe a tenth of a second for continuous-time games
    9 KB (1,386 words) - 14:27, 30 September 2010
  • ...se roguelike. It can be downloaded for [http://www.mediafire.com/cataclysm-roguelike#b4q4bkfcecl4d Windows] and [https://github.com/herbertjones/Cataclysm Linux ...inux binaries are now available at for [http://www.mediafire.com/cataclysm-roguelike#b4q4bkfcecl4d Windows] and [https://github.com/herbertjones/Cataclysm Linux
    7 KB (1,077 words) - 21:24, 8 January 2023
  • # Roguelike Dev FAQ ## ...text-based games of its time was how it handled the output. Most adventure games described the environment (e.g. "You are in a small room, with a passage ou
    84 KB (14,660 words) - 05:51, 22 June 2021
  • ...ailable for free on [https://play.google.com/store/apps/details?id=com.ape.games.gonerogue Android], [http://itunes.apple.com/us/app/gone-rogue/id1068609695 ...d (Google Play): ''' https://play.google.com/store/apps/details?id=com.ape.games.gonerogue
    12 KB (1,806 words) - 17:56, 27 August 2022
  • A Case Study in Roguelike Game Development ...ment process and programming techniques used in the creation of a complete roguelike game.
    71 KB (11,706 words) - 15:26, 24 November 2022
  • |developer = DXF Games ...f Equin: It's rabbit warriors vs evil enemies in a challenging traditional roguelike! Specially-designed to not need a MENSA membership to figure out. Fight mon
    21 KB (3,523 words) - 18:11, 22 September 2022
  • ...e noticed a sore lack of information on good time management for roguelike games. This text tries to fill that void.
    11 KB (1,572 words) - 00:59, 22 June 2021
  • Cataclysm: Dark Days Ahead is a post-apocalyptic sandbox roguelike, focusing on survival in a world destroyed by zombies and otherworldly horr *[[Bionic]]s, somewhat similar to the magic system in many games.
    9 KB (1,414 words) - 19:38, 1 March 2023
  • |developer = DXF Games From the DXF Games website:
    25 KB (4,394 words) - 14:34, 17 January 2022
  • ...Nov 16, 1997 [based on source which was at wbcms.cc.buffalo.edu in maslib/games/imoria] [[Category: Roguelike games]]
    24 KB (2,206 words) - 12:31, 24 December 2012
  • ...ous NPC behaviors, compiled from [http://groups.google.com/group/rec.games.roguelike.development/ r.g.r.d.] play stupid drinking games in monster taverns <br>
    27 KB (4,503 words) - 12:07, 12 November 2012
  • ...full-blown roguelikes. Rogue Mud on the other hand focusses on coffe-break roguelike gameplay, meaning that you can play one game whenever you have 10 minutes o
    69 KB (10,702 words) - 08:41, 1 May 2016
  • Members of rec.games.roguelike.misc have suggested that it would be good to write some updated documentati first few games (you can also press '?' while playing for a list of commands).
    64 KB (11,136 words) - 17:55, 21 March 2009
  • [[Category:Roguelike games]]
    26 KB (4,511 words) - 01:33, 30 December 2012
  • Cataclysm: Bright Nights is a roguelike with sci-fi elements set in a post-apocalyptic world. It was started as a f *[[Bionic]]s, somewhat similar to the magic system in many games.
    24 KB (3,706 words) - 18:07, 20 March 2024

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