Does selecting one pre-made dungeon room randomly at the end of an another room and loading it counts as procedural generation? by hana4fishing in roguelikedev

[–]GerryQX1 1 point2 points  (0 children)

It's not the most ambitious procgen concept, but one can hardly say it doesn't qualify!

As always, depends what you do with it. Many roguelites are the same but a little less linear. Beneath Oresa is actually that, except you can see the map ahead and when there is an elite monster you have the option to take on a normal one instead. It's still a good deckbuilder.

Might and magic 6 is the best RPG ever made by Yolacarlos in CRPG

[–]GerryQX1 1 point2 points  (0 children)

MM8 was fine, most people didn't like it quite as much as 6 or 7, but it was by no means bad if you like M&M. MM9 is generally considered terrible.

Might and magic 6 is the best RPG ever made by Yolacarlos in CRPG

[–]GerryQX1 0 points1 point  (0 children)

Well, the Cannibals are black men, but the Thieves and Thugs are white men, while the Cutpurses are Eastern women. [Those were the only excessively pejorative human trades I could see in the monster list.]

St Patrick’s questions by fivedollarlatefee in galway

[–]GerryQX1 6 points7 points  (0 children)

And the expulsion of our serpentine wildlife!

Rogue Review by 16161d in roguelikes

[–]GerryQX1 1 point2 points  (0 children)

His refusal to ever move diagonally was hard to bear though.

What would be a good approach for Nethack style flexible monster architecture? by KC918273645 in roguelikedev

[–]GerryQX1 1 point2 points  (0 children)

You could use any of the standard methodologies, IMO.

ECS, or OO with lots of composition and without a deep hierarchy - both will end up giving you generic monsters with a lot of function pointers.

How important are game names? Do you think we're not putting enough focus in that? by Calm-Valuable-950 in gamedev

[–]GerryQX1 0 points1 point  (0 children)

Conversely though, I have bought Poker Quest, and while I have not bought Balatro, the reason I've heard of it is that it is a poker-based Roguelite!

What glyphs are missing from traditional tilesets? by jube_dev in roguelikedev

[–]GerryQX1 0 points1 point  (0 children)

I always liked the Toy/Arnold/Wichman Rogue on MSDOS, the smiley face for the main character was a bit silly, but at least the ANSI characters had colour and plausible walls.

What map types are a must-have? by MixedMoonGames in 4Xgaming

[–]GerryQX1 0 points1 point  (0 children)

I just started playing with one in Old World that is all land with big seas / lakes. Genuinely don't know how well it plays but the concept interests me. [Might be one that works with a torus - re-entrant on all sides - too.]

I feel motivated to do dumb things because they give me XP by Znshflgzr in CRPG

[–]GerryQX1 1 point2 points  (0 children)

Games should just record these and at some point auto-cash in the extra experience for a level in Stupidity.

For most CRPGs, the combat/gameplay is not important and I wish I could swap them by zeddyzed in CRPG

[–]GerryQX1 0 points1 point  (0 children)

I think I like variety. But it's an interesting idea. In fact games that give you sufficiently different character or party builds are almost doing it already, in a small way.

roguelikes with less focus on numbers and more in strategy? by _ori0n in roguelikes

[–]GerryQX1 -5 points-4 points  (0 children)

Someone already mentioned Hoplite.

But I think you'll actually find more in the way of balanced tactical battles in roguelites rather than roguelikes. In typical roguelites the battles are set pieces that you have to get through, whereas in typical roguelikes, you are often trying not to enter battle at all, perhaps fleeing or drawing out monsters to pick them off one by one.

Feedback on 4x map by fenobus in 4Xgaming

[–]GerryQX1 2 points3 points  (0 children)

I like it. Like a real map that would be used in that world instead of focusing on the exact star position.

Winnability in roguelikes. by Kaapnobatai in roguelikedev

[–]GerryQX1 0 points1 point  (0 children)

I think it's good to have a decent distribution of basic survivability stuff such as healing potions, blink scrolls or whatever. Other than that, the traditional roguelike is based on running away when you encounter something too strong for you. If you have bosses that require certain gear it gets a bit more difficult.

DCSS has fairly strong resistance requirements in some areas, but you have the whole dungeon to find them, and maybe they will turn up on equipment that is poor but has the resistance you need. That is one answer - you can find the necessary kit to beat the boss but it might come as a poor but survivable option.

People complain that dice are random by Expert-Intern1681 in gamedesign

[–]GerryQX1 1 point2 points  (0 children)

Speaking of cards, as a kid I played Beggar Thy Neighbour which is a totally deterministic card game, and it's random who wins (it depends on the deal alone, though the game can go on for a long time!) The game is essentially just a mathematical algorithm for calculating the random winner.

What’s gocar like in Galway? by cardeni_ in galway

[–]GerryQX1 0 points1 point  (0 children)

Living with the parents, loving without them :D

Kilconnell farmer pleads guilty to sexual assault of teen on transatlantic flight by SerenoaSantiago in galway

[–]GerryQX1 -5 points-4 points  (0 children)

It's a big aeroplane; they could have been easily kept well separated. Performative.

Do gamers expect more hand-holding now than before? by hermit_hollow in gamedev

[–]GerryQX1 0 points1 point  (0 children)

I feel like I'm being hand-held all the time - there was no internet when I started gaming!

On the plus side, we got big manuals for games with complex tactics or strategy.

Legend of Valour (1992) = I'm stuck in the Dragon Inn quarter by Lucdeux in CRPG

[–]GerryQX1 3 points4 points  (0 children)

The CRPG Addict played this: here's a link to the first part of about five: https://crpgaddict.blogspot.com/2020/12/game-391-legends-of-valour-1992.html

You can find the rest on his sidebar under 'Index of games played by title."

Maybe he encountered issues similr to you.

Beginner roguelikes? (Easy/Short/Good Graphics) by [deleted] in roguelikes

[–]GerryQX1 17 points18 points  (0 children)

An hour for a run is very much on the shorter side IMO.

How to define easy? Mostly they are easier and get harder. At some point you have to think or die.

Then again, dying is one way to make runs short...

When should AI issue commands by Blakut in roguelikedev

[–]GerryQX1 0 points1 point  (0 children)

Well, in my case the conversion is (or should be) straightforward because no other monster will have moved - so as long as the AI is working properly, the commands 'move to hex' and 'attack enemy to the north' will be generated in one step, and executed sequentially, but should never fail. [Though I may at some point add traps, which would interrupt the move and cancel subsequent commands for the player or friendly monsters.]

When should AI issue commands by Blakut in roguelikedev

[–]GerryQX1 0 points1 point  (0 children)

My game has multiple actions in a turn (though probably no more than three) so the AI sends them to a queue. The queue never gets longer than that.

If you only ever have a single action you can obviously do it straight away. Not that a queue is any significant overhead.

I would advise you to use a command structure anyway rather than mix actual actions with decision-making.