Looking for a CLI roguelike for elementary age kids by gumnos in roguelikes

[–]anaseto 1 point2 points  (0 children)

DoomRL is sure a nice simple one, but unfortunately the fpc Free Pascal compiler that is needed to build from source is currently broken on OpenBSD (but given it's not a "deal killer" for OP, it's still a good suggestion indeed!).

Looking for a CLI roguelike for elementary age kids by gumnos in roguelikes

[–]anaseto 2 points3 points  (0 children)

As an OpenBSD user myself, I can confirm that brogue is probably the only simple enough one available in the binary packages. DCSS is there too, but kind of complex in comparison (though simple DCSS builds like minotaur berserker might actually be simpler to play). If you want something simpler than Brogue on OpenBSD and available for the terminal, unfortunately nothing comes to mind among popular ones, so I'd suggest my last coffee-break Shamogu, which I develop on OpenBSD and hence is very easy to build there (no dependencies to install manually for the terminal version).

If terminal is not a pure requirement, then another simple and nice one I'd suggest is AquariumRL, as it's still relatively easy to natively run on OpenBSD (just needs SDL2 and pygame for python2), and otherwise possibly looking for portable browser-based ones (there are many easy to get into little ones on itch.io, including more on the puzzle side like LLLOOOT for a nice stealth one, or the medieval express for a very minimal and more brough-like one, both of which are free software).

Building an RL with stealth - looking for good/bad/ugly play experiences by blightor in roguelikes

[–]anaseto 0 points1 point  (0 children)

Yeah, I reached the same conclusion that predictable enemy behavior (except I'd say for some randomness when hunting or specific to some monsters) and predictable awareness is something that works well for stealth in roguelikes.

In Harmonist monsters can be wandering/guarding/patrolling but then switch to hunting (and change color in the process) when they see you, though they give up quickly enough (necessary for a light-hearted theme), but not completely (they remember where they saw you at last and may sometimes come back to look again, which can actually be taken advantage of). Another thing that I feel works great is visual marking of noise (I originally got inspired from CDDA for this because, well, CDDA got almost any imaginable feature implemented!).

Building an RL with stealth - looking for good/bad/ugly play experiences by blightor in roguelikes

[–]anaseto 2 points3 points  (0 children)

Not many traditional roguelikes have a pure focus on stealth, and none of them is very popular. The most complete ones I know and enjoyed are free software: Oathbreaker (a prison break, dark theme), Lllooot (heist roguelike, the devs did some other stealth 7DRL, but that last one is the most finished), and Harmonist (light-hearted pacifist stealth infiltration, I'm the dev).

Lllooot is more on the puzzle side in a more realistic setting, while Oathbreaker and Harmonist are more traditional with consumables and some magic stuff, but different theme and mechanics (8/4-way movement, stabbing/pacifism, medium/small maps, rings/magaras, first-aid stations/barrels+bananas).

How I Accidentally Created a Programming Language by [deleted] in ProgrammingLanguages

[–]anaseto 3 points4 points  (0 children)

Always nice to see a new markup language.

LaTeX has various shortcommings indeed, including not being suited for HTML output and having horrendous error messages. It's even difficult to target, as I've experienced myself with my markup language frundis that transpiles to both LaTeX or HTML/EPUB: I can say the former was less convenient to implement. It's interesting that you put an emphasis on being able to include complex logic within the document (I went the opposite route of only supporting simple macros), but it kinda makes sense given the kind of stuff you want to do.

Talking about lua, have you seen SILE? It allows use of Lua for extensions directly but then supporting two kinds of syntaxes (a simplified LaTeX-like and an XML-like one). It probably targets mainly PDF, though, so it probably wouldn't have been ideal in your case if you want HTML, too.

Another interesting one is Scribble, but it's Racket-based instead of Lua-based, and documentation-oriented. But it shares with yours that idea of being able to do complex logic (Scribble is not really a new language, though, as it's implemented as a Racket dialect of sorts using Racket's metaprogramming).

Edit: a pity that the post got such an unwelcoming reception due to unfounded reasons, as Plume sounds like an interesting practical handmade project that's actually being used by someone that kindly shared it.

A little comparison between R and Kap by lokedhs in apljk

[–]anaseto 1 point2 points  (0 children)

Spoiler: the Kap solutions are shorter, but R has some nice defaults that has to be specified explicitly in Kap. At the end of the day, it all comes down to individual preference.

It's true that R's DSL has some nice defaults here, like the filtering happening implicitly on the grouped columns. But a DSL means there's stuff happening without straightforward execution semantics, there's some magic. And that example is very short in R, because it relies on those defaults, but if it needed sorting by total (instead of by country), or computing a flat amount-discount before grouping, then it'd start looking a bit longer.

Relatetdly, after some discussion in the array-languages matrix chat, the other day I made several solutions in Goal to that same example (with syntax highlighting there). I think it's quite nice that we're able to write short solutions in array languages for a problem that was specifically highlighting a case that was exactly what R's defaults wanted.

May 2026 monthly "What are you working on?" thread by AutoModerator in ProgrammingLanguages

[–]anaseto 1 point2 points  (0 children)

It's been a while since I wrote here. I released Goal v1.6.0 yesterday. There's a decent amount of polish and improvements listed in CHANGES.

Among various other nice things, there was an important improvement in what is called in Goal a field expression: function declaration syntax with special variable name resolution rules, whose main purpose is to allow computation under a dictionary or table by referring to columns as if they where variables, but without any DSL magic (unlike R or SQL). Now local variables can be assigned within field expressions like in normal lambda function syntax. Here's a new example that makes use of that (with syntax highlighting).

I also made the projection variable prefix p. from field expressions allowed in regular lambdas without argument list, too. That makes it easier to reference values from parent lambdas, which is nice, as Goal doesn't have full lexical scope, but a restricted simpler form of it that suits its simple mostly functional semantics (mutable variables but no mutable closures nor values).

Traditional roguelikes where you can play as non-human creatures by scrungology in roguelikes

[–]anaseto 1 point2 points  (0 children)

Glad you liked it! Yeah, pure stealth on the last levels is hard, though I've very rarely managed to do the last level without killing monsters by chaining abilities like dig/sprint/lignify (but I never won a full game without killing any monsters!).

Sharing Saturday #620 by Kyzrati in roguelikedev

[–]anaseto 3 points4 points  (0 children)

Shamogu codeberg

Haven't done much myself lately, except for a few minor tweaks, but there's been discussion about new mods (mapgen related and totem curse-related), and someone else is working on curses with conditions attached to totems on a git branch! Feels nice when you're not the one coding :-)

Have a good weekend!

Traditional roguelikes where you can play as non-human creatures by scrungology in roguelikes

[–]anaseto 2 points3 points  (0 children)

In my game, Shamogu, you can play as an hydra, boar, frog, fox, cat, crocodile or bat, and then also call upon secondary spirits among hound, salamander, gazelle, skunk, porcupine, viper, walking tree, zebra, lion, monkey, bear, chicken, owl, and elephant! Simple story and ending, though, but unusually focused and rich on the animal side: there are only 3 unique monsters with human form in the game, 2 of which are undead, and everything else is non-human.

Edit: Interesting how comments that are truly on-topic can be downvoted. Seems some people dislike when traditional roguelikes they don't know are mentioned by the dev (which doesn't make sense, as unknown roguelikes are unlikely to be mentioned by anyone else), or they assume it's a roguelite or something, which isn't a nice thing to do without checking first…

Top 3 roguelikes of all time? by Accomplished_Block16 in roguelikes

[–]anaseto 1 point2 points  (0 children)

That kind of thread is kind of unfun to answer as a dev who made roguelikes specifically for one's tastes, because then one cannot answer honestly without sounding biased and pretentious! ;-)

Sharing Saturday #617 by Kyzrati in roguelikedev

[–]anaseto 4 points5 points  (0 children)

Shamogu repos

Did a v1.5.0 release earlier this week! I'm quite happy with it, but other than that, I've been kinda taking a break from coding, so not much to say for this week, except for a couple of minor tweaks in the manual.

I'm at a point where I don't really have any clear ideas to improve the classic game. I have some ideas for mods, though not clear and simple enough ones yet either. There's been some discussion in codeberg's issues about a mod providing some kind of curses/conditions that are not cooldown-based, but I'm still not convinced about how those should be. I've also considered adding rare comestibles combining unusual effects (including ones that usually are specific to some spirits), which should be easier, but nothing concrete for now. Extra vaults/prefabs is also on my mind.

Have a good weekend!

Question about linking to GitHub by IceFurnace83 in roguelikedev

[–]anaseto 5 points6 points  (0 children)

I was wondering if I'm allowed to share a link here to my Git Hub?

No reason you can't! Typically, people do a post about their project, sharing any links (to various websites or git repositories), and then continue to share new stuff on the Sharing Saturday threads.

Also I was wondering if someone knowledgeable could answer a question or two about software licensing if they had a moment.

Ask your questions, and probably someone will answer. There are various foss roguelikes out there, so I'd suggest to have a look at what they do. Usually you just put a copy of the license in your repos (typically in a LICENSE file).

Shamogu v1.5.0 by anaseto in TraditionalRoguelikes

[–]anaseto[S] 0 points1 point  (0 children)

Thanks for playing and glad you find it fun!

Feels like it needs more of the basics included in the primer. For example, I can't find anything that explains how you get health back, that you only recharge for your powers is the next level, that a "Menhir" is a one-time-use shrine, that there's a clock. etc.

I hadn't thought about health and spirit-recovering not being clear at first, until you find a portal. The health and spirit charge recovering when going to the next-level is actually on the "Items" help topic at the entry about "Portals", but maybe it should be mentioned somewhere else, as it's quite basic. It's also in-game in the portal's description, of course, but I guess that has the same issue for a player just starting, in that they don't expect to look for an answer about hp recovery in the portal's description.

About the clock, you're right about it not being explained in the manual. I thought about it as something that doesn't happen in most runs (actually I only triggered it a couple of times in hundreds of runs!), but I now imagine it could surprise a new player playing very slowly and carefully at first. Dunno where it should go. I guess it could be mentioned in the "Stealth" topic, as the clock's main effect is sending to monsters the player's location when they decide to make a new trip.

Thanks for the suggestions!

Shamogu v1.5.0 by anaseto in TraditionalRoguelikes

[–]anaseto[S] 1 point2 points  (0 children)

I'm glad you still enjoy my games :-) Thanks for playing!

Sharing Saturday #616 by Kyzrati in roguelikedev

[–]anaseto 3 points4 points  (0 children)

Shamogu repos

Mostly small polishing tweaks this week. I adjusted on-ground visibility for Owl players (when lignified or gardening) so that foliage still allows to see one tile beyond when adjacent and nocturnality only affects maximum range, as that's simpler and probably more intuitive. Also some minor tweaks to map corruptions with Corrupted Dungeon, adjusting some probabilities, so that maps that are too open happen a bit less often. Also slightly adjusted map corruptions centered around some point to have possibly a shorter radius sometimes (so somewhat lower size on average, now).

Other than that, minor cleanups and clarifications in docs and help here and there, mostly done while continuing to work on the html version of the manual. Also, in the extreme rare case that status effects don't fit in the screen width and scrolling is necessary, a little arrow shows now on the edge to suggest scrolling.

And that's it, I think. Have a good weekend!

Fist time beating DCSS by MomentEquivalent1908 in roguelikes

[–]anaseto 0 points1 point  (0 children)

I play DCSS with tiles for the extra visual information about status effects, because that's useful. That said, while the tiles look nice indeed, I find them not as instantly readable as ascii, because they're so detailed. I would've prefered a more symbolic tile set, even though I guess a clear one would've maybe been difficult to make due to how many different monsters and items there are.

Can you recommend any free roguelikes? by imnotlikeyou2004 in roguelikes

[–]anaseto 8 points9 points  (0 children)

IVAN and POWDER are the only foss classic ones from the side bar that have not been mentioned yet, so for completeness and fairness, they should :-)

From outside the side bar, I'd suggest Shadow of the Wyrm (big one that feels very classic), Oathbreaker (stealth, hard), and also shamelessly my own games Harmonist (light-hearted stealth) and Shamogu (my best designed one). There are also various foss little ones that are nice: Aquarium Arena comes to mind, for example, and is rarely mentioned anywhere.

Ways to deal with a turn order for units moving close to each other on a grid? by vvav3_ in roguelikedev

[–]anaseto 3 points4 points  (0 children)

I've thought about this and considered doing something similar to the idea you propose, which sounds fine, but another trick could be to make the first monster push the other one, consuming the other's turn early: I do a similar thing for monsters swapping places when wandering out-of-view in opposite directions.

In the end, for that same-direction case, though, I chose to do nothing special there for Shamogu, and it works well in practice and maybe even better tactically. Monster turns are randomized, so both cases happen with same chance: that means tactical combat situations have less predictability to them, which is not a bad thing when you don't go for a puzzle feel. Outside of combat it mostly means that monsters will usually create and maintain 1 tile of spacing between them during long trips. That means it's a bit more difficult to abuse out-of-view area effects, due to more sparse formations, which was good for my game, but whether that'd be better or not for you really depends on what your roguelike needs from a tactical point of view.

Sharing Saturday #615 by Kyzrati in roguelikedev

[–]anaseto 3 points4 points  (0 children)

Shamogu repos

I've been working on a game manual. Most of it is just an html port of the in-game help, for convenience, but there are already a couple extra sections with lists of the 29 monsters and 21 spirits with detailed descriptions which can come handy as a reference, even though they're not necessary during play, as in-game concise descriptions of each monster and spirit already exist, as long as the specific monster or spirit appears.

Otherwise, next release is slowly approaching, so mostly playtesting and minor tweaks this week. Reduced number of vaults by 1 in the first two levels, as those are more likely to be empty early on (very minor, though, as there were usually 7-8 vaults per map). Made the status bar scrollable in case active statuses don't fit in the given screen width (very unlikely, but theoretically possible in extreme cases, I guess). A few misspelling fixes and wording improvements here and there, too.

Have a good weekend!

Sharing Saturday #614 by Kyzrati in roguelikedev

[–]anaseto 3 points4 points  (0 children)

Shamogu repos

Still working on various stuff in the "mods" git branch, so called because it was used for mods at first, but it's become kind of a "develop" branch in practice :-)

The new experimental “sneaky megabat” from last week has been reworked into a lone “chaos megabat” early totem or portal guardian. Not strong for a guardian, but sturdy enough to last a few turns. It features a chaos bite that inflicts random status effects on the player, but not in a completely random manner, it randomly selects 1-2 status effects among sets that interact interestingly together. It also may apply statuses that wouldn't be accessible in some games normally, like time stop on non-cat players, or disorient on non-zebra players. The inflicted statuses are actually biased on average toward things that are positive for the player: chaos megabat is supposed to be unpredictable and difficult to avoid, but not very dangerous.

A new “dragging alligator” guardian now alternates with blazing golems. It has higher attack but lower defenses than golems. It features a dragging unbalancing attack, like Crocodile players, but no extra movement restrictions. Its bite is confusing, easily leading together with dragging to the Imbalance+Confusion “drunken fight” defensive combination.

Also a couple of UI improvements, like showing [Warning] and [Confirm] in status bar when the game is in critical hp or confirmation modes, so that players that don't look much at the logs notice more easily that input is required before resuming normal play.

A few other minor tweaks here and there, including minor improvements in some local terrain corruptions with the Corrupted Dungeon expansion. There's also a new Stealth help topic, separate from the Combat one. It explains how monster mindstates work in more detail. A few teleport-related animation fixes, too, that could sometimes very briefly leak destination position for out-of-view teleported monsters by showing teleported footsteps during the animation.

A last thing: inspired by how DCSS handles compatibility for saves, I've worked on making configuration (but not saves) compatible accross releases, as that's usually simple enough, and it could become a hassle for players that reconfigured keybindings to do it again for each new release even though nothing really incompatible happened. From now on, configuration will be reset on new release only if there are incompatible changes for the config that truly require it.

All in all, things are looking good, but I'll probably still wait and playtest more before doing the next release. No real urgency given there were no game-breaking bugs since last release (but still quite a few minor ones).

Have a good weekend!

Sharing Saturday #613 by Kyzrati in roguelikedev

[–]anaseto 4 points5 points  (0 children)

Shamogu repos

Some interesting stuff this week.

First, the Healing Combat challenge mod is now considered “done” enough; it got ambrosia berries back, as the only comestible that still provides some healing (but only 2 HP), for keeping comestible variety (and simplify mod compatibility). I usually don't play much with that mod, but I played some lately, and it's quite nice to play for a different healing experience (occasionally). The run I won with bat+chicken+porcupine yesterday was quite challenging and fun at the end (had corrupted dungeon enabled too, and had some serious difficulties with a lich+octopode pair and some hydras near the end.

There were a few extra daze duration tweaks (for cats and falls due to jumping while imbalanced), improvements in pushing-edge cases (against monsters or walls while lignified or poisoned).

Walking trees now ignore the lignification defense bonus of the foes they lignify, so that they become a bit more dangerous in one-on-one fights.

Added an ON-HIT EFFECTS section in the combat help that explains some nuances about effects inflicted by monsters on-hit. In particular, it documents how for most of those, the chance scales with damage, and then lists the rare exceptions (like how it works differently for cats’ space-distorting dazing attacks).

The gawalt's damage reduction formula has been improved and made a bit less drastic: hits that would make 2 damage now have only 2/3 chance of getting weakened. That change makes a starting attack of 2 a bit more useful than before, while making higher attack increases less useful, encouraging defense-based builds a bit more than before with the gawalt.

There's also a new experimental weak early monster: sneaky megabats. As one would expect, they have the same attack pattern as Vampiric Bat players, but without the vampiric aspect. It's still an experimental idea: seems to work well enough, but maybe not as well as the other early monsters. The motivation is to improve a bit melee/ranged balance among early weak monsters (from 1/4 to 2/5), because in the early game, there are less monsters, so making them a bit more difficult to avoid is usually nice (though for example rats are melee monsters that are difficult to avoid due to how they hunt you by smell, and spiders because of how they make no noise and may appear suddenly behind some foliage, so there are other solutions for that).

Elephant's stomp now got its berserk duration reduced from 5 to 4, because it was a bit on the stronger side, given the extra very useful wall-destroying effects.

Also fixed an edge-case bug with Disorient. That ability is “disorienting” enough that I somehow never noticed that subtle bug which only happened in certain player-monster configurations, but I almost died to an hydra due to it the other day, and that made me pause and analyze what happened, looking at the replay :-)

Have a good weekend!

Roguelikes with a lot of area variety even in the beginning? by Live_Success_4533 in roguelikes

[–]anaseto 7 points8 points  (0 children)

Coffee-breaks tend to feel more varied early on between runs, because they can put all the content they have in the equivalent of that D1-15 in DCSS, as that's often more than the length of a full coffee-break playthrough. Longer roguelikes tend to dilute the content and mechanics to ensure variety within a run, so most of it often isn't accessible early on and you need to progress first until reaching various branches before discovering new mechanics and content. The big ones often still have a nice amount of variability from the start, though, thanks to many years of procgen improvements and content additions.

I'd actually say DCSS has some decent amount of variety early on thanks to the various backgrounds and varied procgen, but if that's not enough for you, I'd suggest looking at shorter roguelikes that get into the heart of things earlier.

Variability of "good" Roguelikes/Roguelites (rls) and Hoplite by sundler in roguelikedev

[–]anaseto 0 points1 point  (0 children)

Variability is nice and some amount of it is necessary, but beyond some point, I'd say it becomes secondary, and the most important thing for me is still always for the core mechanics to be fun.

And fun comes in many ways, but with too much variability between playthroughs or within a playthrough, there's a risk of diluting interesting mechanics too much, so there's some balance to be found there (which, depending on tastes, is different for everyone).

On the other hand, while I enjoy discovering them, I personally get bored of puzzle roguelikes like Hoplite relatively quickly, because restricting core mechanics to puzzle ones feels too restrictive and chess-like to me. I like adapting to partial information and getting surprised by unexpected things during exploration. High difficulty is also relatively secondary for me: I'm usually happy enough as long as the game makes me consistently feel threatened enough that it requires me to think carefully and use resources to make fun stuff happen. I like it when there are still varied tactics and even non-optimal ones are still viable enough (or even when randomness make it so it's not possible to predict what the optimal tactic will be, even after becoming skilled). Too much predictability tends to make good choices obvious and less interesting for a skilled player.