Difference between revisions of "What a roguelike is"

From RogueBasin
Jump to navigation Jump to search
m (Undo revision 24419 by Juanniao (Talk))
Line 8: Line 8:
Even among the "[[Major Roguelikes|major Roguelikes]]", it is not uncommon for one or several of the above guidelines to be broken, such as ASCII character display (many offer a graphical-tile alternative) or plotlessness ([[ADOM]] is heavy on plot).
Even among the "[[Major Roguelikes|major Roguelikes]]", it is not uncommon for one or several of the above guidelines to be broken, such as ASCII character display (many offer a graphical-tile alternative) or plotlessness ([[ADOM]] is heavy on plot).


== Luxury timepieces are well-known especially using the upper courses of society ==
== User interface ==


Luxury timepieces are well-known especially using the upper courses of society, and so are longed for from the center class. These sorts of timepieces are instead high priced in comparison to an regular enjoy that could inform the time.
* [[ASCII]] [[character display]]: games use no graphic tiles or 3D models but rather a two-dimensional character grid viewed from above, in which each [[character]] represents an entity. For example, a human may be plotted as a '@', a dragon as a 'D', etc.
 
* Narrated action: short text descriptions are given for almost all game events except ordinary movement.
Luxury timepieces have other features http://www.cheapuggbootssale.uk.com/ugg-ultra-tall-boots.html as opposed to telling the time as well as it is not developed of regular methods but they are developed of beneficial methods for example gold, silver or diamonds. They are also well-known because of the special variations using a touch of elegance and school to them.
* Front-loaded commands: the player has knowledge of and access to all (or almost all) commands at the start of the game, often long before acquiring the objects or powers that make the command useful.
 
* Keyboard based interaction: The keyboard is the traditional way to interact with the game world, as it provides the quickest way to access the several commands that a Roguelike may have. There are certain [[Preferred Key Controls|popular schemas]] of keyboard usage.
These luxury timepieces are not merely for telling the time; this also can symbolize the owner's standing and his/her taste in fashion. these times a diamond timepiece is between the countless sought best suited after luxury watches; with its stunning diamond natural beauty that is engraved using the surface area will certainly catch the thought of anybody near to it.
 
Diamond luxury timepieces are also http://www.cheapuggbootssale.uk.com/ugg-boots-uk.html acknowledged as diamond jewelry watches. When we say diamond it is ordinarily for that ladies, best suited in the end a diamond is acknowledged like a woman's most effective friend. But these times diamonds are not merely for that ladies but they are also for could possibly be for grownup men as well.
 
For grownup men also possess the best suited to stand out and also to acquire stylish. these times numerous diamond timepieces are specific at men, no http://www.cheapuggbootssale.uk.com/ugg-roseberry-tall-boots.html create a difference which design or on what event they'll use it from for example for show, for sport, formal etc. they would whatsoever instances can be found throughout ideal diamond timepieces to match up the numerous event they need to attend.
 
If you are instead abundant and earnings is not an concern if you need to purchase a timepiece then you certainly can whatsoever instances purchase between the custom made diamond timepieces but in circumstance you only have limited spending budget within your hand a http://www.cheapuggbootssale.uk.com/ugg-bailey-button-boots.html replica will do the trick.
 
However it is best to be optimistic that if you purchase a replica it is best to purchase it on the dependable supplier that sells exceptional replica diamond watch. Luxury are not for that wealthy alone, for everyone has the best suited to possess luxurious stuff they want.
 
Although the genuine place could possibly be instead high priced and never everyone can afford them regular people nevertheless possess the best suited to possess luxurious place it's just which they have to regarded as their spending budget and settle for just about any replica diamond enjoy using a superb exceptional as opposed to force by themselves to purchase the genuine just one and turn out bankrupt.
 
People also should be sensible and give priority for that stuff they need and just purchase the stuff which they want once they have extra earnings for it. nevertheless in the accomplish belonging in the direction of day time practically nothing beats the exceptional of the http://www.cheapuggbootssale.uk.com/ugg-classic-mini-boots.html genuine luxury diamond watch.


== Game world ==
== Game world ==

Revision as of 14:11, 19 April 2011

"What is a Roguelike?" is a tricky question; it is hard to conceive a Roguelike definition with which everybody will agree as this is a gaming genre that has evolved and has a dynamic definition as well.

However, Roguelikes do share some elements. Some of the most common elements in Roguelikes are:

  • The User Interface : ASCII display of a tiled world has become a distinctive feature of Roguelikes.
  • The Game World : random world generation may be the most common feature of Roguelike games. And they usually provide little plot.
  • The Gameplay : turn-based gameplay and dungeon hack are most often proposed.

Even among the "major Roguelikes", it is not uncommon for one or several of the above guidelines to be broken, such as ASCII character display (many offer a graphical-tile alternative) or plotlessness (ADOM is heavy on plot).

User interface

  • ASCII character display: games use no graphic tiles or 3D models but rather a two-dimensional character grid viewed from above, in which each character represents an entity. For example, a human may be plotted as a '@', a dragon as a 'D', etc.
  • Narrated action: short text descriptions are given for almost all game events except ordinary movement.
  • Front-loaded commands: the player has knowledge of and access to all (or almost all) commands at the start of the game, often long before acquiring the objects or powers that make the command useful.
  • Keyboard based interaction: The keyboard is the traditional way to interact with the game world, as it provides the quickest way to access the several commands that a Roguelike may have. There are certain popular schemas of keyboard usage.

Game world

  • Random world generation: some parts of the world in which the action is performed are generated using a random algorithm; this is made for the sake of replayability, thus every gaming session is unique.
  • Spatial Consistency: All the actions happen in a definite space. No warping to fight scenes or minigames on a different reality.
  • Little storyline: a gripping plot is not typically the selling point of any roguelike. The story is usually kept to a minimum to enhance replayability.
  • World interaction: little or no objects lie as an adornment in the world; most of them have a use in the game.
  • Setting: Some of the common settings for the world include the personification of a character fighting his way into a dungeon and adquiring items via monster treasures or town supply. The world commonly has magic forces of different kinds to increase the possible interactions.

Gameplay

  • Grid-based motion: all objects, monsters, players, terrain, dungeon features, etc. are restricted to a grid. The early roguelikes, being text-based, didn't have much choice regarding the grid, and grid-restricted play is considered a mandatory attribute of roguelikes out of tradition.
  • Permadeath: once your character dies your savefile disappears; this encourages careful choosen tactics, cold sweat when fighting big baddies and curses when your character dies; as well as a great sense of accomplishment in every Ascension.
  • Freedom: the player may choose to do anything he wants in the game; there are no fixed plots, you can roam freely or look for the final game goal.
  • Turn-based: the time freezes in order to take the best of decisions when time comes.
  • Dungeon hack: your goal is to kill monsters and find powerful treasures in order to kill stronger ones and repeat the process.
  • Tactical single character play: the unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes and well trained actions) nor is it strategy oriented (like Civilization or Warcraft, requiring working on the large picture).

The Berlin Interpretation

The first International Roguelike Development Conference held in Berlin, Germany in 2008 addressed this question. The result of those discussions was the Berlin Interpretation.

External links

Many people have tried to define Roguelike games. Here is a collection of links to pages that purport to do just that: