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  • ...zable space on which the game action happens, supported by a single set of interaction rules for the actors that inhabit it. ...is added), in contrast with cRPGs games, where there are commonly separate interaction rules for combat and specially crafted minigames, thus restricting the play
    1 KB (220 words) - 13:25, 14 June 2007
  • Complex NPC Interaction by [[Gamer_2k4]] In a standard roguelike, NPC interaction involves mainly buying and
    3 KB (515 words) - 18:04, 28 March 2008
  • ...buying and selling items to one hundred persistent heroes who exist in the world at any given time. ...eroes abstracts most of the classic roguelike mechanics away, limiting the interaction of the player to generally the things that would only interest a shop-keepe
    3 KB (432 words) - 01:56, 3 March 2014
  • * [[World of Rogue]] * Adventures in Reptoran III: The World of Reptoran
    1 KB (202 words) - 19:38, 28 February 2013
  • {{game-talkie| name = World of Rogue ...be some reason why this rogue made it to the dungeon and no one else did. World of Rogue will explore the background of this famous dungeon-runner.
    6 KB (1,023 words) - 08:25, 29 July 2009
  • ...roject] is an attempt to bring sandbox multiplayer gaming into a roguelike world. ...continue to "evolve" on their own for as long as they survive in the game world. See [http://www.gp-field-guide.org.uk/ Genetic Programming]
    6 KB (973 words) - 00:59, 21 January 2017
  • ...es a choose-your-own-adventure interface for you to interact with the game world. '''Exploration and interaction'''
    2 KB (227 words) - 16:13, 21 April 2014
  • ...adeath (but the game is saved automatically when the player returns to the world map), and that dead creatures do not drop money. ...o the player's behaviour, and will also fluctuate in the absence of player interaction with the shopkeepers.
    2 KB (328 words) - 04:46, 22 March 2015
  • |influences = [[Unreal World]], [[Dwarf Fortress]] ..., a bit like [http://en.wikipedia.org/wiki/The_Sims "The Sims"] in an open world in the bronze age. It's main point is to lead the character through his lif
    3 KB (494 words) - 09:13, 9 May 2013
  • ...s only as a dumb terminal, development changes appear in-game with no user interaction required. ...m scrolls). Basic auto-attack and auto-travel features are provided. The world map is pregenerated and unchanging between updates, but there is also a spe
    2 KB (297 words) - 03:41, 31 May 2017
  • ...on of the perceiver. In fact, each person within the Metaverse creates the world they see before them, constantly making judgments about the quality, shape,
    5 KB (744 words) - 12:21, 10 January 2014
  • ...of Torment is a fantasy roguelike with stronger focus on plot, quests and interaction with [[NPC]]'s. The game is set in a fictional area called Faywyn. The main * 30 world map locations
    2 KB (250 words) - 22:21, 17 November 2020
  • ...the aesthetic are the comic book Poison Elves and the Neo-Romantic punkish world envisioned in Adam and the Ants' video "Stand and Deliver". Due to the current re-write, only world and dungeon generation (featuring only one theme) will be featured in the n
    6 KB (879 words) - 22:23, 18 April 2017
  • ...like engine which handle the order of interaction of the actors inside the world. There are many ways to handle the interactions and they are usually unique generally any other function that advances the whole world a turn)
    4 KB (663 words) - 16:28, 22 October 2011
  • ...very important to embrace the fact that everything is asynchronous in the world of client-side JavaScript: there are basically no blocking calls. This elim == Interaction between actors and the engine ==
    7 KB (1,062 words) - 20:33, 17 June 2017
  • ...the world does not revolve around the player and he also has allies. While interaction with the allies is minimal, the battle in the city progresses and eventuall
    3 KB (523 words) - 22:22, 19 May 2017
  • Sounds crazy, eh? Well our world is apparently three dimensional. So why seriously impairs on their interaction capabilities.
    7 KB (1,237 words) - 14:28, 16 April 2017
  • Its main influence is NetHack/Slash'Em (as for the ingame interaction) * All of this results in several interaction and combo features. (eg. try digging in water, throw exploding traps, use t
    7 KB (972 words) - 04:18, 31 May 2017
  • In the game, you, the Stranger from another world, are caught by the evil Garriontrots and given a chance to gain your freedo ...he Arena. There are combat tactics and magic spells for a great variety of interaction types.
    3 KB (403 words) - 01:04, 29 May 2023
  • * The world map is the galaxy and the dungeons are the nebulas or distant spaces chaine times; the interaction between a ship and a space station doesn't need
    13 KB (2,348 words) - 03:44, 3 June 2009
  • == Step 2 - Hello world! == Write a simple 'Hello world!' program and test whether it works. Test your
    10 KB (1,643 words) - 04:40, 4 January 2023
  • ...me", I will implement the creatures, some basic pseudo-AI, make an example world (big and interesting enough to show off the features), and push this projec ...file for every world, etc.), the items are being worn as specified in the interaction, etc., etc.
    5 KB (931 words) - 20:33, 11 February 2011
  • Interaction ? Growing up a character ? Exploration ? Quests ? Huge world ?, * A rich, interactive, consistent, persistent world - not necessarily huge though ([[Rogue]]/[[ADOM]] have relatively small but
    8 KB (1,472 words) - 16:40, 18 May 2018
  • ...s and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic a * Random world generation
    6 KB (958 words) - 00:49, 20 February 2020
  • The cheapest route for most of the world would be probably to fly to Berlin and then take a train to Poznań from th ...itch channel. All the talks instantly on the internet, and maybe some more interaction with the people who couldn't come. That is if everyone agrees to it.
    8 KB (1,149 words) - 12:42, 18 June 2013
  • ...Get a copy of [http://common-lisp.net/project/slime/ SLIME] (Superior Lisp Interaction Mode for Emacs), its a lisp-mode for the Emacs text-editor which'll make th (mvaddstr 2 2 "Hello World!")
    7 KB (1,071 words) - 07:35, 9 April 2020
  • ...t on a collision course. Efforts were already in place to colonize another world, but no viable planets were found within a few generations' span of time fr '''Environmental interaction''' - With enough firepower, some walls, doors and objects can be destroyed
    6 KB (960 words) - 02:16, 6 November 2018
  • * [http://alun.myftp.org/Appz/DynamicWorldDesign.xps Dynamic World Design (XPS doc)] * [[World of Rogue]] by [[Gamer_2k4]]
    11 KB (1,378 words) - 14:20, 25 November 2023
  • ...o have the game be developed by a group of individuals from all around the world. Currently, however, the project is dead. The World
    27 KB (4,086 words) - 08:46, 17 April 2015
  • ...creen should also be atmospheric enough to draw the player into the game's world. ...the player, taking the role of a silent representative of the game and the world that is waiting for the player.
    42 KB (7,237 words) - 01:47, 4 July 2015
  • For a more complex interaction between monsters, consider the cultivator: <br>
a more intelligent mo I think monster-monster interaction is definitely a good idea. <br>
    27 KB (4,503 words) - 12:07, 12 November 2012
  • By a selection of people from all over the world, with too much free time on their hands. People looking to learn a programm ...ame. What kinds of items do you want? Spells? Monsters? How will your game world look? You don't have to plan the particulars like the colour of your orcs o
    84 KB (14,660 words) - 05:51, 22 June 2021