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  • |status = In early development '''Development'''
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  • ...and lore. The end goal for the roguelike is a fully-functioning combat and character system derived from the Elder Scrolls games, and eventually an overworld wi == Development ==
    1 KB (147 words) - 03:43, 31 May 2017
  • ...A race and background are chosen which shape the general direction of the character, but with each level gained the player chooses which statistics and skills * Over 50 distinct skills (with many more still in development)
    2 KB (208 words) - 02:39, 19 May 2017
  • ...ion the game is not suffering from architecture astronaut problems and its development progresses very well. Most time spent programming is devoted to improving t Development started in 2006 during vacation. It reached 0.0.5 but my experience in prog
    2 KB (265 words) - 05:43, 24 October 2015
  • |updated = In active development Classic Roguelike (turn based, tile based) RPG with a rich character building system.
    1,006 bytes (125 words) - 09:39, 12 January 2023
  • === In Development === * Character creation
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  • ...n planets, that are filled with various monsters, secrets and hazards. The development started in October 2014 and it continues. ...oured with perks and items that the player can choose during the run. Each character also has their own set of skills and perks. Activatable secrets around the
    2 KB (308 words) - 02:20, 26 September 2016
  • == Development == ...me system, more complicated dungeon layouts, and individual boss enemies. Development so far has been entirely original, even down to uniquely developed line-dra
    3 KB (407 words) - 00:14, 17 March 2014
  • ...t and weaponry provided by 7Soul1 at Deviantart. oCult offers a system of character progression that is predicated upon '''use/reward'''. ...o accomplish top level skill achievements or weapon prerequisites for your character class.
    1 KB (177 words) - 09:01, 4 December 2018
  • ...n C++ using Win32 to draw ASCII tiles. The game is pre-alpha but in active development as of July, 2010, with an alpha release hopefully coming soon. It has not b ...Exalt as an engine that accepts as input the definition of a game. As your character moves around their world, the content is generated randomly based on rules
    3 KB (454 words) - 12:23, 28 April 2017
  • ...n. To unequip an item just right click on it. On both inventory screen and character screen, you can identify the items by moving the mouse cursor over them. Ev == Development ==
    3 KB (465 words) - 14:20, 18 May 2012
  • Visually, in its current development stage, it is quite attractive. It uses simulated [[ASCII]] graphics, drawn The game begins with the main character returning to his hometown after a service in the royal army. He finds his
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  • ...n stupid, hard to control, and lacking in abilities compared to the player character. SummonerRL aims to redeem these allied NPC and allow them to become respec Character progression mostly takes place around the campfire which can be started aft
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  • ...vialize religions and other beliefs. Unfortunately, the projected 15-year development cycle for the tech demo suggests that The Ugarit Heresy will never be compl * Unique 3-option character development system inspired by Breath of Death VII
    3 KB (469 words) - 05:28, 15 November 2012
  • ...ferent, there are likely to be important things I don't know about getting development with this library working. Try typing a non-ASCII character at the console prompt just to make sure you see it. If you don't know how t
    6 KB (979 words) - 23:12, 31 May 2013
  • ...sters, about 3000 maps to explore, an elaborate magic system, 13 races, 15 character classes, a system of skills, and many artifacts and treasures. Crossfire's development history started in mid-1992. It originally started as a Gauntlet clone deve
    5 KB (750 words) - 17:10, 21 October 2020
  • ...ay, simply ignored, and possibly subtracted from in order to allocate more development points to other stats. An example of the former may be [[Dungeons & Dragons
    884 bytes (153 words) - 01:26, 3 July 2016
  • ...o Write a Roguelike in 15 Steps|HWR15]] Part 3. In a traditional waterfall development pattern this is the easiest part to implement because it's the most basic. ## Test Character Display
    7 KB (799 words) - 00:45, 13 October 2012
  • ...uelike in active development, with an emphasis on long gameplay per single character.
    818 bytes (91 words) - 15:52, 23 November 2016
  • ...e mechanics and setting of the Fallout series of games, currently in early development. ...d on Fallout 1/2, planned features include a randomly generated wasteland, character creation using SPECIAL and turn-based combat based on action points.
    765 bytes (96 words) - 04:31, 30 December 2013
  • ...continual development, but since the client acts only as a dumb terminal, development changes appear in-game with no user interaction required. ...rovided at [http://twilightmmorl.wordpress.com/a-twilight-walkthrough/ the development blog].
    2 KB (297 words) - 03:41, 31 May 2017
  • ...ease leave any feedback you have on my [http://blogs.moddz.com/outofrange/ development blog]. Development of the game started on 20th September 2007. The game is currently a work in
    2 KB (274 words) - 14:28, 18 May 2017
  • The character will automatically equip the best equipment he has. == Development ==
    2 KB (353 words) - 02:20, 19 May 2017
  • |developer = The Deliantra Development Team, Marc Lehmann, Robin Redeker ...p however you want, and roam wherever you want. You still only control one character, but are allowed to create and play as many characters as you wish.
    2 KB (285 words) - 04:12, 8 April 2018
  • ...will be a cyberpunk themed tactical/world exploration roguelike. The main character is running for his/her freedom and survival in a world of crime and violenc The main focus of the development is:
    672 bytes (87 words) - 12:14, 13 June 2010
  • ...ain''''' takes place "within the hallucinogenic realm of Phenomedom". Your character must escape from prison, relearn its past, and decide what to do next. The ...ter, after you answer some questions about yourself, the game selects your character class.
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  • |theme = Exploration and character history == Development updates ==
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  • * Great freedom in character development: Decide what skills to learn and upgrade. Adjust your stats to match your f * Six character classes to choose from.
    2 KB (241 words) - 22:35, 9 November 2017
  • Presently, the project is in a very early stage of development. Only basic functionality is implemented for a few features. Executables ar * World generation <--- current development
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  • ...as a "broken build sandbox," a term that highlights its deep and flexible character customization system. Released on Steam in early access in May 2023, the ga ...mechanics in "Path of Achra" are built around triggering massive chains of character abilities under specific conditions, automating complex sequences that play
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  • ...influences include [[Diablo]] (inventory system), [[Castle of the Winds]] (character tiles), Heroes of Might & Magic (user interface) * No character classes or professions - you can create your hero from scratch and only you
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  • Development started with the isometric view displayed in a separate window, in addition The first development line ended 2003 with Iso-Angband 0.2.4
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  • Elona is a Japanese graphical roguelike (no longer under active development). It has a main storyline and randomly generated side-quests. The developer The gameplay is more forgiving than in traditional roguelikes. The main character never completely dies, death only reduces your abilities and resources. Mos
    2 KB (347 words) - 14:44, 10 July 2017
  • |status = In Active Development ...cken 1.1, the next major revision of Blacken, a Java library for Roguelike development.
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  • The game has an overworld map, four-shades-of-gray character-cell graphics, and unlike most roguelikes, a built-in tutorial. It is possi ...the website, should be stable on PalmOS. It appears from the website that development has stopped.
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  • ...2007, developed by Freehold Games LLC. It focuses on exploration, in-depth character building, and the discovery of a dense history that is parts static, parts ===Character Creation===
    3 KB (470 words) - 04:26, 12 February 2023
  • It is under development by [[Tahuti Labs]] and will be available for Windows and Linux (64-bit). * Complex character sheet with 9 stats
    2 KB (250 words) - 11:53, 11 September 2019
  • ...[Rogue]], after [[Moria]]. Its descendant, [[NetHack]], which is still in development, spawned a subgenre of roguelike games known as [[hacklike]]s. ...Rogue and introduced several new features, such as a pet dog following the character, several new classes, shops...
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  • == Development Status == The development started in late 2013, and the game is currently in latest alpha state. Alth
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  • == Character Classes == == Development ==
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  • ...ng the game replayable with lots of interesting locations to discover, and character builds to try. * '''Interesting story''' told through character monologues, dialogues, and location descriptions during encounters.
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  • ''Dungeons of Zennom'' is a new roguelike in development by [[User:Ekolis|Ed Kolis]] using the [[libtcod-net]] library and all sorts ...n so far and no way to equip or unequip items), what is intended is that a character can have multiple "roles" (classes/jobs/whatever), but only two of those ca
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  • ...is no win condition, or no monsters, or things generally go bad after the character creation screen. ...l of maturity that allows them to be judged as games in themselves. Often, development is still ongoing, as roguelikes are hardly ever finished. (Except for those
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  • A fantasy themed turn-based roguelike with skillful demon warlord as playable character. == History of development ==
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  • "Caves Of" is a coffee break roguelike currently in development for the Commodore 64. == Character System ==
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  • '''Trap Quest''' is an in-development erotic turn-based clickable-text-input roguelike game built on the [[wikipe ...ject is to, through its mechanics, immerse you in the mental state of your character. This is not a game that you’re supposed to win; it’s a game that’s s
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  • Each game has an overall plot, in which the world is doomed, and the player character must undertake a series of missions to save it. Alternatively, the player == Player Development ==
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  • ...of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0. The development slowdown relates in part to legacy coding practices, as Henzell himself sug
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  • ...discovery. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items * Iterative game design and community feedback driven with transparent development.
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  • ...es when starting a game you gain new abilities and equipment befitting the character in question! Worldwide leaderboards rounded out the package and created som
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  • ...h a simulated history. Generate unique settlements shaped by trade routes, character lifecycles, resource extraction, and the triumphs and tragedies of war - al ...cal ingredients, bestowing items with unparalleled properties that amplify character customization.
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  • |platforms = Binaries available for [[Linux]] and [[Mac OS]], [[Windows]] In Development ...it the game world. Thus is the driving philosophical motivation behind the development of The ASCII Project, that players should not "own" the game world, but sho
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  • |updated = In active development Each character has his own abilities and skill set:
    3 KB (461 words) - 05:16, 16 September 2021
  • ...d developed world, dialogs with NPCs, very rich and customizable character development, and various elaborated quests. However, the dungeons are still true to the Portralis features a unique character development system. The player-character's attributes are customizable upon level up through the use of skill points
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  • ...ter design, the diversity of choices your character can make in regards to development, anti-grinding philosophy not very different from Dungeon Crawl Stone Soup, ...is more a matter of consciously and strategically planning the route your character takes.
    6 KB (879 words) - 15:34, 24 November 2022
  • ...''' Select the survivor of the space expedition among 4 randomly-generated character. Random class, random items and random race between human and robot (rare!) == State of development ==
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  • ...ent, item identification puzzles, complex item interactions, and permanent character death. ...of [[IfRL]], an out of challenge [[7DRL|7-day roguelike]] from 2010. Total development time is about evenly split between the original 7-day window and subsequent
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  • == Original VMS Moria development == == C language development ==
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  • The player character is born with a fully human appearance, unlike the other denizens of the und == History and Development ==
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  • ...of Guardian Angel is to create a world in which the player may incarnate a character able to make a living the way he wants it and achieve the game goal in many ...y that time. I got a lot of possitive comments that helped to continue the development.
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  • ...liminating an alien infestation in a military research station) the player character explores a space station divided into multiple levels. Each level, includin ...age or to hit bonuses) can be found while exploring each level. The player character's icon is updated to reflect the weapons and armor equipped.
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  • ...ely web-based, everything is controlled via the mouse. You login, create a character and are immediately dropped in a dungeon, ready to face the danger within. == Development ==
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  • ...roups.google.com/group/rec.games.roguelike.development rec.games.roguelike.development]'' The International Roguelike Development Conference IRDC 2008 was the first [[IRDC]].
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  • * v0.2.23 - Character creation added. ...ild can be found on its development blog at: http://www.nolithius.com/game-development/dance-of-death-v0-6-136-released
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  • Based on and developed alongside [[Caverns of Xaskazien]]. Under development since 2009. In conjunction with its predecessor, Caverns of Xaskazien II has been in development since 1995. It is a completely playable game but will continue to receive
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  • ...by [[Joseph Hewitt]]. Like the original it is an experiment in rapid game development. .... The interface and combat system were taken from [[Nova City]], while the character creation and game rules came from [[Combat Quest]]. The random world genera
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  • ...e'll have to fight for his life. Exploring stages will succeed to battles, character advancement, and various quests achievement. == Development ==
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  • <th style="background:#C2D8EF; padding:.2em; margin:1em;">[[Development status|Status]] # Your character keeps an in-game journal which is updated regarding game events and various
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  • *Flexible character development. ...a summer of development, plus some smaller programming from last year. The development of version 1.05 began in 2013, though most of the work was done during the
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  • ...elike]] is" that was created at the [[Rgrd_meeting|International Roguelike Development Conference 2008]]. The interpretation is the product of a discussion betwee ...t]] on September 16, 2008 (https://groups.google.com/g/rec.games.roguelike.development/c/Orq2_7HhMjI).
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  • ...ents while you travel. There is no class restriction, you can develop your character however you want with skills, talent stones and randomized items while you * Full freedom in character development with attributes, skills and 50 Talent Stones including Fire Ball, Whirlwind
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  • (As a potential developer I'm asking this on the development group) * Every winning character has both a fairly interesting unique story and a fair amount of blind luck
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  • Interaction ? Growing up a character ? Exploration ? Quests ? Huge world ?, * character advancement can be minimal. I rarely pursue collecting experience to level
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  • ...and you can play as long as your character does not die. The game is under development, but is generally playable. Your crew and your character must eat and drink. Wounded, hungry or tired crew members works slower. As
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  • === Character Development === ...layer will have a set of attributes that determine NPC interaction. Every character will start out as a sort of template; there will be no starting equipment,
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  • Neohack is implemented in C using a Linux development platform, keystroke commands that allow your character to use things in
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  • * Dynamic character development without XP/grinding * No grinding/XP (character development is automatic through exploration)
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  • ...LÖVE2D] game making framework for it's engine. The game is still in early development but plans to feature many locations, NPCs, and a randomly generated world h ...rs, Lamias, Valkyies, Mermaids, and well... you get the idea. If the main character is female, then reverse the genders of the monsters. (or not) Every NPC in
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  • ...s include mutated ratmen and grenade-throwing chainsaw ogres. Improve your character by replacing body parts with machinery on your way to ascension. Developed since 2006 and fairly complete and stable. Development usually happens in bursts of a couple creative months followed by long span
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  • * Play as a party not a single character. * The character actually moves when the turn is executed.
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  • Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joy ...font, so that we can see our precious "@"); improve that scene so that the character can be moved around with the arrow keys.
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  • ...e event systems are about representing virtual in-game events, like a game character firing an arrow, as objects, instead of hardcoding them in the engine code. ...on).htm Incursion: Return of the Forsaken – A Case Study in Roguelike Game Development] ([https://web.archive.org/web/20150214122242/http://www.incursion-roguelik
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  • This game is still in early development. Yet version 0.1 is fully playable. ...d two bosses. Collect your equipment, use dozens of items and develop your character to face growing challenges.
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  • ...rvivor's single phase of turn based combat and movement. It is still under development and has the basic chassis of how the game will work combat and movement wis * Injury system that means your character may survive an attack that drops them below 1 health but may carry penaltie
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  • This game is in active development. You can follow along [https://michaelmakes.game on my blog], [https://msc * '''Traditional Roguelike Mechanics''': play as a individual character in a randomly generated turned-based grid-based world
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  • * c - Character Stats * (Remember That Game Is In Really Early Development Version)
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  • * Move your character using mouse More features are planned for the future versions. NotEye is constantly in development.
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  • * No character classes or professions [http://asciirealm.blogspot.com.es Official Development Blog]
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  • * More realistic character development: You don't gain experience levels or develop in an exponential sense. You c
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  • === # Is development for Over still active? === Lots of items never hurts. Also, the different character classes have
    15 KB (2,532 words) - 01:42, 30 December 2012
  • *No XP (character development is automatic)
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  • ...more commonly known as ToME or ToME4, is an open-source fantasy roguelike. Development first began in 1998 as ''[[PernAngband]]'', a Pern-inspired [[Angband]] var * [[Skill]] point based character progression organised into talent trees
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  • The current in-dev version, described as being on "Engine Development Status", has no story nor quests yet, and the UI is not definitive. All thi Development started in November 2005, it is currently a playable [[Alpha]].
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  • == In development == * character creation
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  • Since [[Incursion]] went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focus * death not being an end to your game even though the character may be dead
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  • * Few character traits -- all attributes depend on selection of special traits from a limit ...es to the game. Most notably, players are now able to choose between three character classes described as the hardy Marine, the nimble Scout, and the smart Tech
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  • == Setting up the development environment == We still cannot see anything, because we have not written a single character to the display yet. Time to fix this: iterate through all the floor tiles a
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  • * No preset classes or skill systems. Development of @'s class is up to the player. * Character dumps
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  • * 5 playable races for character customization. * Iterative game design and development driven by community feedback.
    2 KB (301 words) - 08:23, 1 April 2024
  • ...enting features. Headings are arranged in a general chronological order of development. Large lists of ideas (items, spells, themes, etc.) are in bold. ==Development==
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  • CastlevaniaRL is a roguelike in which your character must challenge the castle of count Dracula seeking to finish him off, after ...tions of Christopher Barret on the pixel art front. The game continued the development until mid 2007.
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  • ...ames 2014 with the [//students.cs.ship.edu/gamedev/ Shippensburg Videogame Development Club], and then subsequently released after some spit and polish onto Desur ...title on September 7, 2015 to emphasize that features were still in heavy development. As of [//steamcommunity.com/games/386710/announcements/detail/149561695791
    12 KB (1,953 words) - 16:33, 30 June 2018
  • ...ia of genre-related topics, a directory of developers, and a collection of development tips and articles. '''2. Character-centric'''
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  • ...d time to read through and follow a large variety of articles on roguelike development. This served as a starting point to my own forays into roguelike programmin has Basic Melee Skill # checks if character has "Basic Melee Skill"
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  • ...you must learn a new language to proceed. The game is currently in active development by Lingwall Studios. A beta was released in 2014, featuring lessons in Span ...a dungeon boss your character can’t beat. Play for one more hour and your character might advance three levels and find an artifact that slays Gorgoth with a s
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  • * Fully customize your character's in-game appearance, including different haircuts, skin color, and current * [https://byte-arcane.github.io/sigil-of-kings-website/ Development log (frequent updates)]
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  • ...om]] (Steam version) and [[IVAN]] (in IVAN you can even resurrect your old character and have him as a companion), and there are also simpler version of this fe ...guelikes. Another similar such thing is ''hallucination'', which makes the character see everything differently (e.g. monsters as different monsters).
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  • Sudd (formerly known as Remnant Core) is a roguelike currently in development, and will not be available to the public for quite some time. A public beta ...es and traditional levelling in favour of a more freeform, dynamic system. Character skill and player ingenuity play a large role in success or failure, and the
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  • * Development of different "classes" is done by choosing which god you wish to worship on ...er, it informs players how many times the player has save-scummed with the character.)
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  • ...at direction if that location is free, attack if it contains an enemy. The character immediately performs the command and other entities perform their moves. Mo ...is does not make the game less interesting than Chess, because that single character is modeled in great detail, provided by RPG elements such as gaining experi
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  • Warsim's goal throughout development was to simulate ruling as king unlike any other game before, you will be ma == Development history ==
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  • ...aracter, choosing from a variety of races and classes, and then plays that character over a period of days, weeks, even months on a dedicated server. ...the MAngband source code easily available through a svn repository, with a development website allowing to track any change in the source code. This was the basic
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  • * Character development through health and strength potions.
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  • ...ed much enthusiasm for that game, introduced many ideas into the roguelike development community, and did not deliver a working implementation or [[prototype]] of ...posted a message titled [http://groups.google.ca/group/rec.games.roguelike.development/browse_frm/thread/62489397d1a1e73/ An idea for a roguelike] to [[rgrd]], in
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  • ''Like moria, the object is to become a powerful character who defeats the mega-monster at the end of the game. In BOSS, that monster BOSS was forked from VMS Moria 5.0. Then development was continued up to version 2.5. In FAQ posted to rec.games.roguelike.moria
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  • Intense character development: That's what Sangband's all about. You delve deeper and deeper into the Pi
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  • ...our game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys. ...Roguelike Tutorial, using python3+tdl, part 11|Part 11: Dungeon levels and character progression]]'''
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  • ...our game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys. ...elike Tutorial, using python3+libtcod, part 11|Part 11: Dungeon levels and character progression]]'''
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  • ...ind a graphic version of the "old [[Unix]]-based games". Eight months into development, the decision was made to make the game [[real-time]] as opposed to [[turn- * All the standard roguelike subset features of cRPG's apply ([[class]]es, character [[level]]s, [[stats]], etc)
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  • ...like games and strategy games. The game is currently in the alpha stage of development, but more versions are continually being added on. The current version is f ...ely long threads in the Something Awful and Penny Arcade internet forums. Development is active, with 20 releases in the first two months, and a small but robust
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  • ...us from development, an active modder, [[The Darkling Wolf]] has continued development on his own branch of the game, [[CataclysmDDA|Cataclysm: Dark Days Ahead]]. ...ook and soon lone green Z's will look like meals on two legs. Unless your character is a vegetarian, that is.
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  • ...our game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys. ...uelike Tutorial, using python+libtcod, part 11|Part 11: Dungeon levels and character progression]]'''
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  • ...9 playable characters in Gold Edition, 13 total with all expansions). Each character has different strengths and starting skill and psi proficiencies. Some have ...mo of The Pit provided players with an introductory tutorial, one Playable Character (the Engineer), and a chance to fight through the first 5 levels of the gam
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  • ...arted in March 2011 by Psiweapon. Micha&#322; joined in late October 2011. Development continued until the end of 2014. ...e]]s. Game appearance is much closer to [[Angband]]. A side bar displaying character abilities, current afflictions, ammunition and other data sometimes caused
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  • ...ly active maintainer of the project. Two more years later, he formed a new development team which was joined by Mikael and Adam, and later on by infamous Moltor w ...rk and implemented by Adam). In 2011 Kurzel took over the Runemaster class development and did another rework.
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  • If your OS or OS distribution has a package that can be used for SDL2 development, then the best option is to install it. This will ensure that you can easi This will place the libraries at `/usr/local/lib/` and the development headers at `/usr/local/include/SDL2/`.
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  • The developer is always seeking player feedback to help guide development. You can contact him directly by [mailto:roberts10000@gmail.com email] or t * March 31, 2023 Update = For those that are unaware, V54 is still in active development. It is taking longer than anticipated, but rest assured I am still actively
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  • ...is all done by Christian Andersson at Craze Creative Studios. Initial game development started Q1 2013 as an educational project and has slowly accelerated from 5 Another aspect has been to avoid the time consuming character creation process seen in many games. Having a family and a small child, the
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  • The game was abandoned by the original developers in 2004, but since 2015 development is once again underway with new team of developers. ...varying alignments (from extremely lawful to extremely chaotic). [[Player character]] may establish relationship with any deity. Unlike most other roguelike ga
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  • This mode, from the infancy of this game's development, squares any number of allies (up to 6) against any number of foes in a 1 f ...f character-specific challenges (as yet unfinished). Six of them deal with character unique abilities, and the other seven deal with weapon use. There are more
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  • ...t, and several races start with some experience already (advancing them in character level up to a maximum of level 5). High elves are no longer the easy optio ...forked from Oangband, and developed until around 2014 with version 1.4.4. Development was restarted in 2020, with a rewrite aimed at re-implementing the best fea
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  • ...eater chance of critical hits? It depends on the situation and the type of character you become. You will also have the chance to retreat back into shadowy corr ...s://github.com/sil-quirk/sil-q Sil-Q] is a fork of Sil that is still under development as of 2022, currently on version 1.5.0 It concentrates on rebalancing the g
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  • NetHack underwent active development for nearly 15 years. However, it went on a long hiatus after the release of ...and incorporating community patches), it indicated the beginning of active development after more than a decade. They also migrated their internal source reposito
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  • ...nts for other things, like a Rogue trying to get full martial arts/stealth development and maybe a couple of handy side skills. This depends on what type of character you are playing and what abilities you want to have. General considerations
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  • ...roups.google.com/group/rec.games.roguelike.development rec.games.roguelike.development] * "Context and Meaning in character based roleplaying. A communication scientist's view on roguelikes" -- [[Mar
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  • * Character-centric ...alk with the adventurers you've met in the game, as well as participate in development with your feedback, ideas, or by reporting bugs.
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  • As a developer, it is great when users can cooperate in the development In a tournament, someone starts a character, makes a savefile, and
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  • The player may choose a character from several [[Class|classes]] and [[Race|races]]. Some of these are Tolkie ...sistently popular variants, but has faded from visibility due to a lack of development. The Zangband legacy survives in the many variants that developed from the
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  • ...est programming language to work with is Java, and certainly for roguelike development, there are many things Java can do so effortlessly that C programmers strug The big Java drawback (at least for Roguelike development) is its modern roots. It is really designed for GUI style applications, an
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  • Being very unfamiliar with roguelike development, and game development in general, I feel that what this post outlines is not a project I could ev Strength - dictates melee damage and amount of stuff the player character can carry without penalty. Overloading oneself means increased rate of food
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  • ...erworld Google Play]] - Endless sci-fi roguelike with mining and permanant character progression. Development of Symbian OS only applications is made using C/C++. Symbian OS is primaril
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  • ...orld destroyed by zombies and otherworldly horrors. It is undergoing rapid development, and is apt to change massively between releases. Up-to-the minute experime *Detailed character creation, with a plethora of traits and skills to choose from.
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  • ...a [[Data_structures_for_the_map|list of map tiles and their properties]], character information, monster/NPC information, and information regarding objects and ...t worry about [[i18n]] yet; translation is usually a very late step in the development
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  • ...started on RLs in the first place, but the games take too long before the character dies ...oguelike I played. Lots of variety, interesting quests, and an interesting character advancement mechanism. On the downside, game balance between the early and
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  • with additional ideas from [[rec.games.roguelike.development]] discussions the Oregon Trail? Is the player-character a born Westerner or
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  • ...is only published four times a year, writing reviews of games which are in development is rather useless. By the time the review is written, a new release could b ...r. By default it suggests 5DRL which is not only a side blow on the needed development time of Hive Control, but reminds also of famous robots like R2D2 or C3PO.
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  • ...in contrast, uses single characters to build a greater object. The single character has no symbolic meaning which could be interpreted by the player - instead ...ive the player all the information needed to have as much awareness of the character as possible.
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  • ...l the document was put together in a website by Slash, together with a new development dynamic and a discussion forum; however people didn't participate directly would allow enough character differentiation.
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  • ...values that are unpredictable and lacking in any sort of pattern. In game development, accessing "true" randomness is inconvenient at best, so programmers resort ...g of values, if every game uses the same seed, then it could roll the same character and start with the same map every time! The simplest and most common way to
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  • Which will change it to a white ' '''#''' ' character on a dark blue background. This is only an example; I'm sure you'd like to #erase the character that represents this object
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  • Which will change it to a white ' '''#''' ' character on a dark blue background. This is only an example; I'm sure you'd like to #erase the character that represents this object
    35 KB (5,696 words) - 21:19, 9 May 2018
  • ...orc helmets into tiny metal pancakes! Combat is a big turning point in the development of any game: it separates the game from the tech demo. Although dungeon exp ...ally feels like a game! It was a long journey since we first printed the @ character, but we've got random dungeons, FOV, exploration, enemies, AI, and a true c
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  • ...orc helmets into tiny metal pancakes! Combat is a big turning point in the development of any game: it separates the game from the tech demo. Although dungeon exp ...ally feels like a game! It was a long journey since we first printed the @ character, but we've got random dungeons, FOV, exploration, enemies, AI, and a true c
    21 KB (3,290 words) - 01:32, 7 May 2018
  • ...orc helmets into tiny metal pancakes! Combat is a big turning point in the development of any game: it separates the game from the tech demo. Although dungeon exp ...ally feels like a game! It was a long journey since we first printed the @ character, but we've got random dungeons, FOV, exploration, enemies, AI, and a true c
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  • A Case Study in Roguelike Game Development Being a synopsis of the design issues, development process and programming techniques used in the creation of a complete rogue
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  • ...a topic that has caused vehement debates in the [[rgrd|rec.games.roguelike.development]] newsgroup. I will just explain it as simply as possible. ...ck to life. Once you die, you can only start from the beginning with a new character.
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