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  • 624 bytes (79 words) - 19:14, 30 October 2014
  • 761 bytes (99 words) - 19:15, 30 October 2014
  • The engine has real-time animation and (slower) real-time game simulation.
    925 bytes (120 words) - 02:46, 9 March 2020
  • * '''Real-time''' action adventure with different classes to play with, each one with uniq * Yes, that's right... Real-time ASCII 80x24 console game combat! And many other surprises, including '''unl
    1 KB (172 words) - 06:05, 7 August 2020
  • 461 bytes (50 words) - 12:19, 28 April 2017
  • Real-time, party-based roguelike, which popped up in a contest to create retro web ga
    486 bytes (56 words) - 02:15, 19 May 2017
  • * Real-time action.
    2 KB (233 words) - 21:46, 9 October 2020
  • 2 KB (365 words) - 05:25, 13 March 2012
  • IRC is a real-time medium of communication, but don't expect questions to be answered right aw
    1 KB (179 words) - 23:36, 26 December 2012
  • ...like [[TomeNET]] is how FoY handles gameplay. FoY is like a cross between real-time and turn-based, and it's not even that. Every being has a tick method, in w
    1 KB (235 words) - 13:23, 28 April 2017
  • 2 KB (281 words) - 13:11, 18 May 2009
  • |features = Persistent, real-time '''Rogue Frontier''' is a real-time space-opera rogue-lite set in an alternate universe of George Moromisato's
    2 KB (223 words) - 19:27, 27 August 2023
  • ...nd. However unlike traditional roguelike games it features 3D graphics and real-time gameplay.
    718 bytes (88 words) - 04:22, 6 March 2014
  • 2 KB (239 words) - 22:47, 23 November 2013
  • ...uelike is debatable. Dungeon Hack features randomized dungeons but it is a real-time game.
    768 bytes (98 words) - 13:30, 29 November 2016
  • 6 KB (915 words) - 05:53, 10 February 2009
  • A coffee-break real-time Roguelike game written in C.
    1 KB (191 words) - 16:30, 11 December 2010
  • 598 bytes (68 words) - 04:32, 18 January 2011
  • 949 bytes (132 words) - 19:15, 30 October 2014
  • Turn-based combat. Real-time exploration. Enough time to think about what moves and strategies you want
    2 KB (402 words) - 14:59, 8 July 2014
  • ...turn-based]]. Diablo is by all accounts a Roguelike, but with graphics and real-time gameplay.
    4 KB (622 words) - 07:10, 14 October 2014
  • |interface = 2.5D Isometric / [[ASCII]], both real-time and switchable at any moment. [[Keyboard]] and [[Mouse]] ...a-death with some more recent concepts (ie. sound support, true colors and real-time action). Set in randomly generated world of Akaia, with dozens of parallel
    3 KB (396 words) - 14:59, 29 November 2016
  • 2 KB (361 words) - 17:40, 16 November 2013
  • Satan's Thrift Store is a real-time, graphical roguelike in the making. Currently, all you can do is walk aroun
    1 KB (138 words) - 22:12, 7 June 2012
  • * A simple real-time system: If the player goes about 5 seconds without entering a command the g
    2 KB (255 words) - 15:44, 23 November 2016
  • * to provide an easy configurable real-time fighting system.
    1 KB (152 words) - 12:19, 19 July 2016
  • ...hierarchical maps, space maps (that have no size limits for exploration), real-time modeled in a turn-based setup, vehicles (currently only space ships), compl
    1 KB (152 words) - 04:19, 5 October 2015
  • 1 KB (176 words) - 23:21, 8 May 2013
  • * An extremely advanced real-time physics engine (ie, from Windmills to Nuclear Power) * A real-time game world, wherein players are restricted only by their stamina/health/etc
    6 KB (973 words) - 00:59, 21 January 2017
  • ...ft. The games also features a procedural music engine, generating music in real-time with beats, notes and instruments dependent on the tiles you have laid out
    1 KB (203 words) - 00:09, 17 March 2014
  • 553 bytes (80 words) - 07:54, 21 April 2009
  • Land of Darkness is a complex multiplayer real-time dungeon simulation. It is strongly inspired by ADOM and Angband.
    1 KB (193 words) - 22:27, 19 May 2017
  • 3 KB (508 words) - 18:38, 8 August 2020
  • 470 bytes (70 words) - 15:30, 1 May 2009
  • ...close you are to losing is the luminosity of the level. Also, the timer is real-time; you can only think for so long.
    2 KB (261 words) - 02:08, 3 March 2014
  • ...movement to the player. Contrary to most roguelikes, it is also played in real-time.
    2 KB (196 words) - 20:31, 18 August 2017
  • 1 KB (160 words) - 04:27, 30 November 2019
  • ...t is heavily influenced by Moria, with the main exception being that it is real-time multiplayer and not turn-based. It also draws influence from MUDs, in parti
    2 KB (365 words) - 06:54, 23 January 2018
  • 2 KB (217 words) - 18:14, 18 March 2012
  • 10 KB (1,539 words) - 13:39, 15 September 2006
  • 3 KB (405 words) - 16:08, 1 April 2019
  • 592 bytes (93 words) - 06:38, 22 March 2009
  • ...nents move and react independently of the player actions. In the case of a real-time game, targeting needs to be quick and efficient.
    5 KB (793 words) - 22:03, 30 August 2010
  • ...ed through it's open-source game engine, Clay. Clay edits the databases in real-time as the game is in progress. The project was ported from QBasic to [http://e
    2 KB (285 words) - 16:19, 17 May 2017
  • 1 KB (144 words) - 19:55, 22 April 2008
  • 719 bytes (104 words) - 08:03, 21 April 2009
  • For a real-time roguelike, you wanna limit the speed of the game (frames-per-second or FPS) ...o the window. If your game is turn-based each iteration is a turn; if it's real-time, each one is a frame. Here we're setting the text color to be white. [http:
    14 KB (2,259 words) - 01:31, 30 March 2018
  • * Real-Time server
    1 KB (170 words) - 16:59, 6 May 2010
  • 1 KB (184 words) - 10:24, 28 March 2010
  • 2 KB (270 words) - 14:48, 23 November 2016
  • 4 KB (736 words) - 14:34, 18 May 2017
  • For a real-time roguelike, you wanna limit the speed of the game (frames-per-second or FPS) ...o the window. If your game is turn-based each iteration is a turn; if it's real-time, each one is a frame.
    13 KB (2,096 words) - 19:14, 28 October 2018
  • 555 bytes (68 words) - 19:46, 22 October 2019
  • AscentRL is a first-person, 3D roguelike. It is not real-time, but it is also not exactly turn-based. Instead gametime in AscentRL increm
    2 KB (337 words) - 00:10, 21 March 2013
  • Twilight is played in real-time, with each turn lasting 250 milliseconds. Movement and attacking is done w
    2 KB (297 words) - 03:41, 31 May 2017
  • #key = libtcod.console_check_for_keypress() #real-time
    3 KB (355 words) - 02:45, 4 January 2017
  • * turn-based or real-time gameplay
    2 KB (321 words) - 10:54, 28 October 2013
  • * '''[[Roguelike Tutorial, using python3+tdl, extras#Real-time combat|Real-time combat]]''' *: A speed system to change the tutorial's turn-based combat to real-time!
    9 KB (1,319 words) - 08:13, 30 May 2017
  • ...omplete Roguelike Tutorial, using Python3+libtcod, extras#Real-time combat|Real-time combat]]''' *: A speed system to change the tutorial's turn-based combat to real-time!
    8 KB (1,279 words) - 19:36, 10 June 2018
  • 4 KB (683 words) - 17:56, 26 May 2005
  • #key = libtcod.console_check_for_keypress() #real-time
    3 KB (419 words) - 16:28, 16 September 2017
  • * Simple real-time system, much like Telengard's (standing idle at the wrong moment may prove
    2 KB (270 words) - 23:35, 13 May 2016
  • 2 KB (332 words) - 10:01, 27 February 2013
  • ...Complete Roguelike Tutorial, using Python+libtcod, extras#Real-time combat|Real-time combat]]''' *: A speed system to change the tutorial's turn-based combat to real-time!
    10 KB (1,483 words) - 01:25, 14 September 2017
  • * LEE is real-time, 7DRL version is turn-based
    4 KB (562 words) - 14:43, 23 November 2016
  • #key = libtcod.console_check_for_keypress() #real-time #key = libtcod.console_check_for_keypress() #real-time
    8 KB (1,058 words) - 19:46, 25 September 2017
  • * Semi real-time gameplay
    3 KB (512 words) - 03:16, 19 September 2010
  • ...al keyboard, which can be time-consuming. This is a major disadvantage for real-time roguelikes.
    4 KB (663 words) - 05:37, 21 September 2011
  • ...the extras at the end of the tutorial, we'll discuss how to re-implement a real-time game. ...ime) the code we wrote above would simply not be processed! We switched to real-time rendering by replacing the ''tdl.event.key_wait'' call in ''handle_keys'' w
    15 KB (2,408 words) - 08:55, 30 May 2017
  • 8 KB (1,465 words) - 11:42, 3 June 2015
  • ...istory as a military programming language designed mostly for embedded and real-time systems but over time it evolved into more general purpose language. Its na
    3 KB (552 words) - 17:03, 3 July 2020
  • #key = libtcod.console_check_for_keypress() #real-time #key = libtcod.console_check_for_keypress() #real-time
    8 KB (1,122 words) - 02:49, 23 September 2016
  • 3 KB (482 words) - 07:16, 22 August 2019
  • 11 KB (1,849 words) - 02:10, 19 May 2017
  • 881 bytes (120 words) - 23:55, 21 January 2013
  • * Tactical, turn-based combat with real-time responsiveness: Benefit from classic roguelike turns with modern shooter se
    2 KB (229 words) - 05:30, 26 July 2023
  • 3 KB (418 words) - 14:19, 28 February 2012
  • * Both real-time and "pseudo turn-based" supported
    3 KB (381 words) - 19:18, 6 November 2017
  • 3 KB (421 words) - 00:19, 9 November 2023
  • ...ime) the code we wrote above would simply not be processed! We switched to real-time rendering by replacing the ''console_wait_for_keypress'' call in ''handle_k ...goes on, but the monsters don't move. The only real distinction between a real-time game and a turn-based game is that, in a turn-based game, the monsters wait
    15 KB (2,491 words) - 01:32, 7 May 2018
  • 1 KB (182 words) - 19:34, 26 April 2015
  • |features = Real-time, stealth & assassination gameplay, mission editor * Real-time assassination sandbox gameplay
    6 KB (840 words) - 11:38, 19 August 2023
  • 1 KB (192 words) - 07:51, 25 April 2012
  • ...ime) the code we wrote above would simply not be processed! We switched to real-time rendering by replacing the ''console_wait_for_keypress'' call in ''handle_k ...goes on, but the monsters don't move. The only real distinction between a real-time game and a turn-based game is that, in a turn-based game, the monsters wait
    15 KB (2,553 words) - 02:41, 23 September 2016
  • 1 KB (190 words) - 00:10, 17 March 2014
  • 751 bytes (122 words) - 08:55, 13 March 2011
  • 7 KB (1,092 words) - 14:27, 16 April 2017
  • 7 KB (1,181 words) - 19:54, 19 July 2018
  • 3 KB (369 words) - 00:13, 28 July 2022
  • 2 KB (351 words) - 18:39, 31 May 2014
  • ...use and open a store to trade your goods with other players… with advanced real-time gameplay – game become semi turn-based when your character is injured. * macro system which makes it’s perfectly alright to play roguelike game in ‘real-time’; any action (including targeting) could be put on a hotkey.
    6 KB (926 words) - 18:18, 23 September 2023
  • 1 KB (183 words) - 18:11, 21 March 2009
  • # Real-time game play; don't wait for a player's key stroke
    4 KB (463 words) - 02:34, 26 April 2019
  • 6 KB (973 words) - 22:29, 19 May 2017
  • 2 KB (167 words) - 19:12, 10 November 2015
  • * Blend of turn-based and real-time
    2 KB (251 words) - 04:39, 17 September 2010
  • ...ays. The fact that the game FEELS like a traditional one while still being real-time is a pretty major thing as far as I see it.
    4 KB (680 words) - 09:19, 22 February 2017
  • ...luenced by real-world gamedev. Somewhat focused on resource-tight and hard-real-time domains one encounters with console action game programming more than with ...ing up the overall program architecture. Some chapters on 3D rendering and real-time physics are less relevant to roguelikes. The part on implementing complex g
    11 KB (1,582 words) - 13:32, 15 November 2013
  • For a real-time roguelike, you wanna limit the speed of the game (frames-per-second or FPS) ...o the window. If your game is turn-based each iteration is a turn; if it's real-time, each one is a frame. Here we're setting the text color to be white. [http:
    20 KB (3,221 words) - 15:15, 14 September 2017
  • 3 KB (461 words) - 19:11, 9 October 2023
  • 7 KB (1,237 words) - 14:28, 16 April 2017
  • 3 KB (556 words) - 12:12, 25 October 2010
  • ...eper levels to make up for speed gain of players and monsters, keeping the real-time experience at an optimum
    6 KB (936 words) - 14:44, 28 October 2023
  • 4 KB (706 words) - 02:40, 26 September 2016
  • 2 KB (233 words) - 07:37, 23 May 2020
  • Shepherd Slaughter is a real-time roguelike RPG adventure game. The most recent version is r9.
    5 KB (792 words) - 16:05, 29 November 2016
  • 7 KB (1,180 words) - 04:40, 20 September 2016
  • 1 KB (170 words) - 19:05, 10 March 2010
  • ...dational or traditional roguelikes, but introduce critical changes such as real-time gameplay or meta-progression.
    6 KB (978 words) - 21:23, 11 November 2023
  • If the game plays real-time, and a server-application could run the world-simulation, the game might su
    14 KB (2,515 words) - 21:38, 16 February 2012
  • ...rial, using Python3+tld, extras#Real-time_combat|check out this Extra]] on real-time combat.
    21 KB (3,275 words) - 08:39, 30 May 2017
  • ...l, using Python+libtcod, extras#Real-time_combat|check out this Extra]] on real-time combat.
    21 KB (3,290 words) - 01:32, 7 May 2018
  • ...l, using Python+libtcod, extras#Real-time_combat|check out this Extra]] on real-time combat.
    21 KB (3,352 words) - 02:40, 23 September 2016
  • # key = libtcod.console_check_for_keypress() # real-time # key = libtcod.console_check_for_keypress() #real-time
    14 KB (1,929 words) - 20:07, 25 September 2017
  • # key = libtcod.console_check_for_keypress() #real-time #key = libtcod.console_check_for_keypress() #real-time
    14 KB (1,989 words) - 17:39, 16 September 2017
  • 8 KB (1,293 words) - 00:24, 22 June 2021
  • * Play in turn-based (default), simulated turn-based (multiplayer only), or real-time modes.
    4 KB (557 words) - 05:19, 18 May 2023
  • 2 KB (358 words) - 04:57, 22 August 2012
  • 2 KB (275 words) - 17:13, 20 June 2020
  • * turn-based and real-time modes
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  • * Shoot'em up mode, which is real-time.
    4 KB (560 words) - 18:57, 27 December 2023
  • 2 KB (359 words) - 08:36, 31 December 2017
  • #key = libtcod.console_check_for_keypress() #real-time #key = libtcod.console_check_for_keypress() #real-time
    20 KB (2,725 words) - 18:00, 25 December 2018
  • ...-time game loops. However, our game will be turn-based. We'll be using a real-time game loop to allow for our GUI system, which will be used in later tutorial
    23 KB (3,813 words) - 15:02, 26 October 2012
  • 3 KB (413 words) - 17:40, 16 November 2013
  • ...e game. It combines a classic computer RPG and Roguelike aesthetics with a real-time Action and a Strategic resources management along an Adventure mission that
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  • == Real-time combat == Ok, so you're making a real-time game. You got through the section on combat, but the system described there
    35 KB (5,696 words) - 19:45, 23 January 2018
  • == Real-time combat == Ok, so you're making a real-time game. You got through the section on combat, but the system described there
    35 KB (5,696 words) - 21:19, 9 May 2018
  • 2 KB (263 words) - 17:31, 14 April 2024
  • 2 KB (299 words) - 08:16, 18 December 2023
  • ...r creation could, if abused, easily trigger this effect, making a player's real-time experience of the game sluggish and much less fun to play. In practice, pe
    10 KB (1,584 words) - 15:19, 8 January 2020
  • ...re is no need for sorting. The built-in visual blueprint editor allows for real-time editing of relics and large buildings.
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  • Triangle Wizard is a real-time [[roguelite]]. It combines an ASCII character art style with vector graphic
    6 KB (991 words) - 11:46, 25 October 2023
  • 23 KB (4,134 words) - 13:33, 25 July 2017
  • ...n. A clear warning sign was him polling whether readers would like to have real-time gameplay, first person perspective or 3D graphics. He promised to implement
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  • Roguelikes are turn-based, not real-time. And this is an important feature.
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  • |site = http://crossfire.real-time.com/ http://crossfire.real-time.com/screenshots/gallery1/images/ss09.jpg
    5 KB (750 words) - 17:10, 21 October 2020
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  • #key = libtcod.console_check_for_keypress() #real-time
    12 KB (1,709 words) - 02:53, 23 September 2016
  • #key = libtcod.console_check_for_keypress() #real-time #key = libtcod.console_check_for_keypress() #real-time
    31 KB (4,180 words) - 02:54, 23 September 2016
  • 21 KB (3,109 words) - 16:41, 21 June 2021
  • 42 KB (7,237 words) - 01:47, 4 July 2015
  • So games can be real-time or have graphics and they are still roguelikes.
    21 KB (3,700 words) - 09:03, 14 February 2024
  • # [[TreeBurner]] - See below. Mindless real-time hack-'n'-slash fun. ...to metal pancakes. Puzzles are nice, but they don't seem to work well in a real-time roguelike.
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  • But, the real-time test of interacting with the
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  • ...into any one genre. Purists may argue that any game that is graphical and real-time (as opposed to turn-based) cannot be a roguelike, but not everyone agrees. Real-time combat and nice looking graphics are heavily recommend if you
    84 KB (14,660 words) - 05:51, 22 June 2021
  • 46 KB (7,713 words) - 20:23, 1 November 2012
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  • 7 KB (1,077 words) - 21:24, 8 January 2023
  • ...that keeps them interesting in lieu of streaming movies, voice actors and real-time 3D graphics. As a result, a vast amount of the work of coding one goes into
    71 KB (11,706 words) - 15:26, 24 November 2022
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