Difference between revisions of "Roguelike engine"

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Roguelike engines are not playable roguelike games but rather the underlying structure that can power one.
A '''[[roguelike]] engine''' is not a playable games but rather an underlying structure that can power many different games. Roguelike engines exist to allow people to easily write new games without the hasle of coding things like [[LOS]] code, object handling, [[RNG]], etcetera. The idea of a roguelike engine is a good one: roguelikes are too often [[wikipedia:forking|forked]]. If an engine is used, this can decrease the likelihood of forking. [[wikipedia:Interactive fiction|Interactive fiction]] games, which are a non-roguelike type of adventure games, nowadays always use engines, the most common of which are [[wikipedia:Inform|Inform]] and the [[wikipedia:TADS|Text Adventure Development System]].
They exist to allow people to easily write new games without the hasle of coding things like [[LOS]] code, object handling, [[RNG]], ....


The known to exist engines are:
Some engines include:
* [[Carceri]]
* [[JRLE]] The Java Roguelike Engine
* [[H-World]] a pure game engine by [[Hansjoerg Malthener]], which he will use to make his own roguelike.
* [[T-Engine]] The engine powering [[ToME]], made by [[DarkGod]]
* [[T-Engine]] The engine powering [[ToME]], made by [[DarkGod]]
* [[H-World]] a pure game engine by [[Hansjoerg Malthener]], which he will use to make his own roguelike.
* [[JRLE]] The Java Roguelike Engine


Now, there might be others lurking around, if you find any, add it please!
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[[Category:Engines|*]]
[[Category:Engines|*]]

Revision as of 19:26, 7 March 2006

A roguelike engine is not a playable games but rather an underlying structure that can power many different games. Roguelike engines exist to allow people to easily write new games without the hasle of coding things like LOS code, object handling, RNG, etcetera. The idea of a roguelike engine is a good one: roguelikes are too often forked. If an engine is used, this can decrease the likelihood of forking. Interactive fiction games, which are a non-roguelike type of adventure games, nowadays always use engines, the most common of which are Inform and the Text Adventure Development System.

Some engines include: