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i was playing a very bad 'hacking' roguelike (roguelike-like?) a few months ago. it was implemented in html 5, and there was a plot about trying to rescue someone's sister or brother or something. you entered different networks, downloaded funny pictures to put on not-facebook for e-cred, which you could exchange for hacking programs/info on not-ebay. there was some concept of 'heat', but as far as i could tell it did nothing and there was no actual danger. also you could adjust lightswitches and thermostats, which did nothing. wish i could remember the name...
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# ? Jul 4, 2016 19:32 |
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# ? May 24, 2024 04:14 |
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While I don't think it was a roguelike, I think Hacknet got pretty decent reviews. Maybe look into that?
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# ? Jul 4, 2016 20:14 |
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Helical Nightmares posted:I also would appreciate a review/answer. I really enjoy The Curious Expedition. It reminds me a lot of the board game Mage Knight, almost to the point where it feels like a rip off. This is good, because Mage Knight is a deep and extremely well balanced game. The themes in Curious Expedition are fairly dark on the surface, but they are extremely dark if you know a thing or two about actual colonial history.
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# ? Jul 4, 2016 20:46 |
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Isaac posted:Did Uplink have permadeath? In case you're saying this because of my request: I already own Uplink, and it gets extremely repetitive very quickly. Plus its 'actually kinda sorta like hacking' isn't what I'm looking for. Zaodai posted:While I don't think it was a roguelike, I think Hacknet got pretty decent reviews. Maybe look into that? It isn't a roguelike. I do own it, and I enjoyed it, but there isn't any replay value. Toadsmash posted:It's probably not exactly what you're looking for, but you should still try Duskers if you haven't. That one does look intriguing. I'll check it out when payday rolls around.
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# ? Jul 4, 2016 22:25 |
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Get a shodan.io account and mess with real life computers. The ultimate roguelike
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# ? Jul 5, 2016 03:40 |
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Isaac posted:Get a shodan.io account and mess with real life computers. The ultimate roguelike The ultimate roguelike is life.
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# ? Jul 5, 2016 04:05 |
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I have discovered Duskers. Wasn't the dev a goon?
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# ? Jul 5, 2016 04:06 |
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Unormal posted:We'll be updating the ea page when we make a final decision on it. Since it just makes EA purchase more attractive figure there's no rush to the door to update the text. I decided on Sproggiwood instead! Enjoying it so far, but not a huge fan of the shopping stuff - is it reasonable to just buy the generic upgrades and let adventurers find their own items? e: Sproggibug: when the Archer's first power gets a critical hit, it doesn't come out of the targetting for it even if there are no other foes. rchandra fucked around with this message at 04:58 on Jul 5, 2016 |
# ? Jul 5, 2016 04:55 |
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rchandra posted:I decided on Sproggiwood instead! Enjoying it so far, but not a huge fan of the shopping stuff - is it reasonable to just buy the generic upgrades and let adventurers find their own items? Completely! I only own some of the strong weapons for when I tackle savage dungeons, but on easy and normal I found the starter weapons worked fine. Focus on generic upgrades until they're all maxed out and you should be good!
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# ? Jul 5, 2016 05:02 |
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Yeah you can definitely beat easy and normal playing it with 0 upgrades; and you can beat savage from a clean slate (without switching to it from a partially upgraded easy/normal), though it's somewhat questionable if you can beat the whole thing with 0 upgrades, but it's probably possible.
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# ? Jul 5, 2016 05:05 |
PleasingFungus posted:i've heard of that but i never actually got pro enough at the game to ghost abuse. the game As I Played It was time-limited... but it's really dumb that ghosting is encouraged for the 'pros' You can turn on an Angel/Archangel to get a timer, but Idon't think there's a food clock.
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# ? Jul 5, 2016 08:08 |
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Unormal posted:The ultimate roguelike is life. I thought we agreed that life was not a roguelike because it isn't procedurally generated?
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# ? Jul 5, 2016 15:47 |
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Jedit posted:I thought we agreed that life was not a roguelike because it isn't procedurally generated? You just have to start with a different worldgen seed when you make a new character, everything's totally different.
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# ? Jul 5, 2016 17:18 |
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Jedit posted:I thought we agreed that life was not a roguelike because it isn't procedurally generated? The multiple worlds interpretation of quantum mechanics would imply that reality is in fact procedurally generated, including a nasty RNG.
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# ? Jul 5, 2016 18:11 |
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Playing Wasted and I appreciate the NPC whose conversation dialogue options are all the follower dialogue choices from Elona. Also, Slab killed Dick by accident while trying to kill me, I hope there isn't any other quests related to him after the wig one.
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# ? Jul 5, 2016 18:27 |
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Zaodai posted:It does make me curious though, since we have a number of goon devs in thread. What language(s) do you guys code your games in? My meager coding experience from school was mostly C++, though that was long enough ago I don't remember the syntax for any of it. The last time I had to use any of it was helping a friend get through his programming classes when he got stuck on his homework. Back in the day (i.e. for school projects, or dabbling in things while in school) I used either C, or Turing (it's what was preinstalled on the high school computers). At the moment I'm using Lua for TTYmor; text only for now, but plans for a love2d-based graphical frontend in the future. I also have a backburnered web-based game written in Clojure. These days the current hotness seems to be Unity/C#, but I'm not really a fan of C#, and since these are hobby projects I don't much care if this means that things take longer to develop if I enjoy the development more. Anatharon posted:You can turn on an Angel/Archangel to get a timer, but I don't think there's a food clock. There's not. The main thing keeping you from just taking cover somewhere and picking off enemies as they come to you is that most enemies won't hunt you down from across the level; if you're dedicated to killing 100% of enemies and getting 100% of loot, the "clock" is your health, since you're going to have to go looking. If you want to impose an actual "you have limited time on each floor" clock rather than "you can sit and hide forever but will get no benefit from doing so, so you should keep going" pressure, the Red Alert challenges impose a hard time limit and the Nightmare! difficulty and Darkness challenges impose a soft one (via respawning enemies that give no loot or XP). madjackmcmad posted:The hardcore roguelike audience always searches for The Optimal Path. If you present them a game, they will hunt down the method that produces the most powerful character available within the system given, and that is the only metric they'll use to quantify the result. This means they will do exactly what Cartman did in the South Park episode about WoW, and fight level 1 wolves for hundreds of hours to reach max level, THEN go out and play the rest of the game. There's an old quote about this which I unfortunately can't remember the source of: "if there are two ways to play your game -- the quick fun way, and the slow, tedious, boring, but slightly more optimal way -- your players will pick the boring way every time, and blame you for it".
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# ? Jul 5, 2016 19:49 |
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ToxicFrog posted:There's an old quote about this which I unfortunately can't remember the source of: "if there are two ways to play your game -- the quick fun way, and the slow, tedious, boring, but slightly more optimal way -- your players will pick the boring way every time, and blame you for it". The slow boring optimal way actually impacts Dungeon Crawl development, as the HAM/HOM. The Hypothetical Autistic (or Optimal, if you're feeling PC) Man. Stuff gets removed because of edge cases where in theory the "perfect" play would be to that piece of equipment could be swapped every X amount of turns to get more of the benefit and avoid whatever the tradeoff was going to be. Most players wouldn't do that, but it still needed to be rebalanced because the HAM would be obligated to. Some spell effects got reworked to be less tedious, which is mostly a QoL buff but motivated by the same general idea: Taking mindless tedium out of "proper" play. PleasingFungus could probably provide more specifics.
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# ? Jul 5, 2016 20:33 |
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Do I assume correct that secret doors in Dungeonmans are pretty much "be drat prepared if you open one"? Had a champion behind one one-shot my fortunately only lvl 7 rangerman from full health. Edit: Game is pretty fun tho'.
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# ? Jul 5, 2016 20:38 |
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The point of every game is to win; forcing the player to choose between winning and fun is, itself, bad and unfun. The tendency to deflect this onto the player is misplaced, although at least most of the devs here seem to acknowledge that these situations are best avoided even while they complain about it.
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# ? Jul 5, 2016 20:42 |
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Lunsku posted:Do I assume correct that secret doors in Dungeonmans are pretty much "be drat prepared if you open one"? Had a champion behind one one-shot my fortunately only lvl 7 rangerman from full health. How do you even spot/open secret doors in Dungeonmans?
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# ? Jul 5, 2016 20:50 |
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also the logical endpoint of "i would rather avoid unpleasant experiences even if they lead to a much more satisfying conclusion" is to not play roguelikes at all, so really there's some self-selection going on here and the whole thing is ultimately a matter of degrees
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# ? Jul 5, 2016 20:52 |
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Prism posted:How do you even spot/open secret doors in Dungeonmans? Mash your mans against walls you think might be a secret door. '90s style.
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# ? Jul 5, 2016 21:21 |
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that doesn't sound very fun.
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# ? Jul 5, 2016 21:23 |
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PleasingFungus posted:that doesn't sound very fun. You get a sense when a secret door is around, so you don't have to bump every wall all the time.
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# ? Jul 5, 2016 21:29 |
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Detection trips off your Science I think, and once you have the Dungeon Sense skill you'll probably much always spot them. Given that they can have Dangerous Bad Things it's not always the best idea to open every one the early game anyway, unless you're ready for what you might find inside (or use a detect scroll first, or escape items/skills, etc, always be ready for the worst).
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# ? Jul 6, 2016 00:11 |
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So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items. There are also configuration settings for sorting and grouping items in your inventory... ...and a debug command to test it with, since the map generator won't place any items yet. There's a few places I could go with this next, but I think the most obvious are either getting the map generator to start placing items (although its algorithm for doing so probably won't be very close to OG Dredmor), or starting work on the mechanics of primary and secondary stats, stat modifiers, and equipment, so that it becomes possible to gear up -- at which point the next obvious thing to implement is combat and some training dummies to test it with.
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# ? Jul 6, 2016 03:09 |
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ToxicFrog posted:So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items. Oirate Training Breeches, Fabulously Striped Pants, AND Plumber's Agaric? I want a piece of this action!
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# ? Jul 6, 2016 05:35 |
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I'm all about that Ostentatious Tunic. The opulence, I has it.
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# ? Jul 6, 2016 05:38 |
ToxicFrog posted:So I finally have a working inventory in TTYmor! You can pick up, drop, and examine items. At this rate TTYmor is going to end up being substantially better than Dredmor just by having a usable item system.
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# ? Jul 6, 2016 06:34 |
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So I got Duskers and played around with it a bit. I like that the story progress persists across resets. I don't like that I just spent an hour searching a derelict with lots and lots and lots of rooms, carefully maneuvering to space, destroy, and/or avoid any aliens I could, then got ambushed by alien out of nowhere on my way back to the ship and lost all my drones. I'm going to sit down with the manual, but just in case, can someone throw together/point me to a 'so you just started playing Duskers' FAQ that might explain where I went wrong?
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# ? Jul 6, 2016 07:12 |
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i find that i don't play the "mash my face against every wall" game in roguelikes nearly as much as i do in non-procedurally generated games because if that knowledge of where the secret's hiding isn't going to help future games the reward:effort ratio goes way the gently caress down
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# ? Jul 6, 2016 07:57 |
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Rutibex posted:I really enjoy The Curious Expedition. It reminds me a lot of the board game Mage Knight, almost to the point where it feels like a rip off. This is good, because Mage Knight is a deep and extremely well balanced game. edit: wow ok tweets like do the full linking and the imaging here in the forums, I didn't know. whooooao what really? Why didn't anyone tell me this. I need to make a Runebound clone. Forever. https://twitter.com/Dungeonmans/status/750337388296015872 https://twitter.com/Dungeonmans/status/750337659919142912
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# ? Jul 6, 2016 09:19 |
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ToxicSlurpee posted:I think ADOM can be one of the worst for that. If you encounter an early altar you can grind out an artifact but it can take hours of boring grinding. And sometimes what you get sucks. They got rid of a lot of the worst offenders in that respect. Dragon doubling is gone (and was a bug to begin with), you can't stairscum the ID for items anymore, the casino level is corrupting now, etc. I'm sure there are still many completely boring ways to play the game but I don't think you should go too far down the rabbit hole of optimizing for hypothetical optimal man. Unfortunately with closing all those loopholes a lot of the old element-man challenge games aren't doable anymore on the new version.
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# ? Jul 6, 2016 09:27 |
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madjackmcmad posted:edit: wow ok tweets like do the full linking and the imaging here in the forums, I didn't know. Do it! There's def. not enough cool video-boardgames.
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# ? Jul 6, 2016 10:15 |
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Burning Rain posted:Do it! There's def. not enough cool video-boardgames. I was very excited for Armello for awhile, then sad when it came out Come to think of it, there aren't really many games that capture the feel of the more epic board games, not totally. I'd love to see some games that aped the basic feel of a boardgame, but mixed in videogame mechanics where they felt right. Something like Hand of Fate, but for a giant world exploring rpg with cards and dice and tokens. They'll never match the experience of sitting at a table with your friends shooting the poo poo and eating munchies while playing, but I think it could still make a game that looked neat and played fun. Something like Culdcept: https://www.youtube.com/watch?v=dpqV1kw-CmA But, well, better I had fun with one or another one of those, but I didn't like the core gameplay a ton. The aesthetic was neat though. They're all a great excuse to use a mountain of gorgeous hand drawn art too.
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# ? Jul 6, 2016 10:27 |
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Armageddon Empires http://www.crypticcomet.com/games/AE/armageddon_empires.html Solium Infernum
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# ? Jul 6, 2016 10:37 |
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Rutibex posted:The multiple worlds interpretation of quantum mechanics would imply that reality is in fact procedurally generated, including a nasty RNG. Oh, go walk up and down the stairs 10,000 times, will you?
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# ? Jul 6, 2016 12:58 |
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Jazerus posted:At this rate TTYmor is going to end up being substantially better than Dredmor just by having a usable item system. That's basically my design doc: "Dredmor but with a better inventory and crafting system". "Better crafting" is still a design-in-progress and I'm not entirely confident I can pull it off, but I think "better inventory" is coming along nicely.
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# ? Jul 6, 2016 13:13 |
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There's a new book bundle out that includes a book by Derek Yu about Spelunky (12usd for the bundle at this tier). It also has some GameMaker stuff for the people who were interested in that. I'm probable picking this one up. https://storybundle.com/games?utm_source=newsletter&utm_medium=email&utm_campaign=gigagame
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# ? Jul 6, 2016 14:15 |
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# ? May 24, 2024 04:14 |
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ToxicFrog posted:That's basically my design doc: "Dredmor but with a better inventory and crafting system". You might look into how Teleglitch handles crafting. Basically you select an item, and it'll tell you all the recipes you can make with the item. Select a recipe, it'll highlight the other items used in it; click and bam, you have the new item. Since Dredmor has somewhat more recipes than Teleglitch does, you'll probably need to refine this a bit, but I think it's still a reasonable basis to work from.
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# ? Jul 6, 2016 15:22 |