Difference between revisions of "Talk:Roguelike Dev FAQ"
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(AI and Opponents) |
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AI isn't the same as a computer opponent. For something to be truly intelligent, it needs to learn from its mistakes. A computer opponent could have AI, or it could just use something like a state machine to make the appearance of intelligence. [[User:Ratfink|Ratfink]] 02:58, 15 July 2010 (UTC) | AI isn't the same as a computer opponent. For something to be truly intelligent, it needs to learn from its mistakes. A computer opponent could have AI, or it could just use something like a state machine to make the appearance of intelligence. [[User:Ratfink|Ratfink]] 02:58, 15 July 2010 (UTC) | ||
== Roguelike = grid-based == | |||
A major concept in the definition of roguelikes is missing from the article: grid-based gameplay. In, say, a first-person shooter or a platformer, one is not limited by points on a lattice, while no object can be "half-way between" cells in any major roguelike I've seen. Of course, that's just another barrier to break. [[User:Nnz|Nnz]] 03:08, 27 November 2010 (UTC) |
Latest revision as of 03:08, 27 November 2010
AI and Opponents
AI isn't the same as a computer opponent. For something to be truly intelligent, it needs to learn from its mistakes. A computer opponent could have AI, or it could just use something like a state machine to make the appearance of intelligence. Ratfink 02:58, 15 July 2010 (UTC)
Roguelike = grid-based
A major concept in the definition of roguelikes is missing from the article: grid-based gameplay. In, say, a first-person shooter or a platformer, one is not limited by points on a lattice, while no object can be "half-way between" cells in any major roguelike I've seen. Of course, that's just another barrier to break. Nnz 03:08, 27 November 2010 (UTC)