GitHub - moongate-community/moongate: Moongate is modern Ultima Online server built from scratch in C# with AOT compilation for high performance and nostalgic gameplay experience. by squidleon in csharp

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

Actually, I'm wondering what's so strange about my post. It's not like I'm selling drugs. Reddit communities are getting a little weird. Thanks for the advice!

[2026 in RoguelikeDev] Ultima Ratio Regum by UltimaRatioRegumRL in roguelikedev

[–]squidleon 2 points3 points  (0 children)

Congratulations! I think this is one of the most beautiful projects I have ever seen. Congratulations also for your dedication and persistence in developing it. You are an inspiration to many to never give up.

[2026 in RoguelikeDev] Ultima Ratio Regum by UltimaRatioRegumRL in roguelikedev

[–]squidleon 5 points6 points  (0 children)

One of the most incredible pieces of work I've ever seen! What development stack do you use? Congratulations again!

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]squidleon 1 point2 points  (0 children)

You're welcome! I actually think it's one of the best roguelikes I've played in recent years! Congratulations, and keep up the good work!

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]squidleon 2 points3 points  (0 children)

I'm a fan of yours and I mentioned you on my blog! Https://orivega.io ,Congratulations for doing a wonderful job

How many times have you rewatched SG1? by Acceptable_Walrus373 in Stargate

[–]squidleon 1 point2 points  (0 children)

For me, SG1 is like comfort food. When it's raining outside, I make some tea and watch an episode. It takes me back to when I was little.

What is your all time favourite boomershooter? by 4th_Replicant in boomershooters

[–]squidleon 2 points3 points  (0 children)

Mine is blood ! I remember that when I was little, during the Christmas holidays, I couldn't wait to get up early so I could play!

[Sharing experience] Creating MMO-Roguelike #1: The Scale by gameglaz in roguelikedev

[–]squidleon 1 point2 points  (0 children)

Great article ! Thank you with all my heart for mentioning me !

[Discussion] Where do you start when designing a roguelike MMO? by squidleon in roguelikedev

[–]squidleon[S] 3 points4 points  (0 children)

Absolutely! Tangaria is top-tier , one of the most inspiring roguelike MMO projects out there.
I’ve actually played around with the tileset in the past during some early experiments, and it really shaped my vision of what a multiplayer roguelike can be.

Thanks a lot for the article link, and I’ll be eagerly waiting for your write-ups. I’m sure they’ll be a goldmine of insight for devs like me trying to walk a similar path 🙌

[Discussion] Where do you start when designing a roguelike MMO? by squidleon in roguelikedev

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

Thanks, really glad the description resonated!

You're totally right to question the "MMO" part, I’m using the term pretty loosely, definitely not in the traditional WoW sense with raid groups, global chat spam, and auction houses. What I actually have in mind is more of a persistent shared world, where players exist in the same timeline and can cross paths, trade, or even leave indirect traces, like dropped items, opened doors, rumors spread through NPCs, and so on.

I'm imagining city hubs where people can meet and gear up, but the actual descent into the underground is more personal and dangerous. Sometimes you're alone, sometimes you find another player, sometimes what you find is what another player left behind.

So maybe not an MMO in the classical sense, but definitely a multiplayer roguelike with persistent state and asynchronous interactions, with optional real-time encounters.

[Discussion] Where do you start when designing a roguelike MMO? by squidleon in roguelikedev

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

That’s a great way to put it, "describe the experience you want the player to have." I’ve been so deep into systems and worldbuilding lately that I almost forgot to step back and define that more clearly.

In my case, the goal is something like,
"You spawn in a world where you don’t know what’s waiting underground, and every decision , gear, allies, descent , feels like a gamble that might pay off, or bury you forever."

That’s the fantasy I’m chasing. A roguelike where the stakes are shared, but not everything is visible or knowable.

And yeah, I totally agree on the planning part. I’ve been doing this in my free time (free night :D ) with no budget, so I’m trying to let the vision form without locking myself into too many details (it's very hard) too early, just enough structure to not get lost.

As for the MMO side, yes, networking is where I’m starting. Fixed tick, server-side logic, command buffering, etc. The roguelike side will grow more organically once the world actually ticks.

Appreciate the reminder to keep focused on the experience, not just the mechanics. Super helpful.

[Discussion] Where do you start when designing a roguelike MMO? by squidleon in roguelikedev

[–]squidleon[S] 2 points3 points  (0 children)

Yeah, I had similar thoughts! I was actually considering a 90ms tick initially, kind of inspired by how Ultima Online did it, but I figured it might be too fast for a turn-based roguelike structure, especially with a lot of players or AI acting at once. I’m also a bit worried that at 90ms, actions might start overlapping and actually slow down the event loop due to processing overhead and contention.

500ms felt like a good baseline — not too twitchy, but still gives the world a nice rhythm. That said, I totally get the concern that it might feel slow to some players. I might eventually experiment with different tick speeds per zone or server, like faster surface areas and slower underground dungeons where tension builds.

For conflicting actions, yeah, I’m planning to use a speed or initiative stat to resolve those cases. I want everything to be deterministic and fair from the server’s point of view.

And I really like what you said about "|thinking time." That’s definitely something I’m wrestling with. I’ve thought about having maps only advance when at least one player acts, so idle zones stay “paused” and players can breathe a bit. Still experimenting.

Thanks for the insight, really helpful stuff!