[HN Gopher] How to Make a Roguelike
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       How to Make a Roguelike
        
       Author : metadat
       Score  : 58 points
       Date   : 2022-10-24 19:54 UTC (3 hours ago)
        
 (HTM) web link (www.gamedeveloper.com)
 (TXT) w3m dump (www.gamedeveloper.com)
        
       | kelseyfrog wrote:
       | As mentioned in the article, the r/RoguelikeDev summer code-along
       | event[1] is a fantastic way to complete a basic roguelike. It
       | provides both a bit of a push and group accountability that some
       | people need to get started and maintain momentum. Unfortunately
       | it takes place just once a year during (northern hemisphere's)
       | summer break because that's when a bunch of young people have
       | more time on their hands to do stuff like this. :)
       | 
       | 1. Disclosure: I'm the host
        
       | swayvil wrote:
       | What do you like about the turn-based mechanics?
       | 
       | What do you dislike?
        
       | justinlloyd wrote:
       | Sudden feelings of guilt as I think "I should really give a few
       | weeks of love to my unfinished roguelike." Maybe I'll get to it
       | over this year's holiday season. Need to finish the multiplayer,
       | the vendor buy/sell system, and compose the music score and I can
       | say "done."
        
       | candiddevmike wrote:
       | After finally purchasing RimWorld, I don't see the point in
       | playing most other games. The vanilla game is incredible, but
       | with mods and scenario customizations I can basically create any
       | kind of top down game I want: start a game playing it one way
       | (super peaceful like the Sims) and flip on a zombie mod once I
       | get bored.
        
         | jawr wrote:
         | Although a great game, I'm not sure it can be considered a
         | roguelike.
        
           | MrLeap wrote:
           | It has the procedural generation and permanent death. I'd say
           | it shares many characteristics, enough to be called a cousin
           | at least.
        
             | Sohcahtoa82 wrote:
             | When I think of a "roguelike", I think of a game that is
             | played in "runs" where a run is typically 60 minutes or
             | less, but completing a game round is not completing the
             | entire game, as it will take several runs to unlock all the
             | features and content. You are also generally not expected
             | to be able to complete a run to the final boss in your
             | first several attempts.
             | 
             | Hades, FTL, Vampire Survivors, Gunfire Reborn, and Crypt of
             | the Necrodancer all satisfy these.
             | 
             | RimWorld is not at all a roguelike because a "run" can
             | _easily_ last hundreds of hours.
        
           | jiggawatts wrote:
           | It's pretty much a Dwarf Fortress clone.
        
       | dan-g wrote:
       | Steve Losh has a great series of blog posts on creating a
       | roguelike in Clojure: https://stevelosh.com/blog/2012/07/caves-
       | of-clojure-01/
        
       | postalrat wrote:
       | Another good roguelike tutorial:
       | https://www.youtube.com/watch?v=HnY7Inp74dw&list=PLea8cjCua_...
       | 
       | Great gameboy translation: https://github.com/binji/porklike.gb
        
       | wchar_t wrote:
       | The original article is here:
       | https://www.gridsagegames.com/blog/2018/10/how-to-make-a-rog...
       | 
       | The author is the creator of the popular commercial roguelike,
       | Cogmind.
        
       | riidom wrote:
       | Recently I wondered what the name of the site formerly known as
       | gamasutra is. Maybe it's just my bubble, but it feels just dead
       | since the renaming :( A pity.
        
         | justinlloyd wrote:
         | I feel the same way, and I think it was the point at which the
         | physical hardcopy magazine stopped being published.
        
         | skocznymroczny wrote:
         | I miss devmaster and flipcode, both coming from the age of
         | people writing their own engines. Unfortunately ever since
         | Unreal and Unity went mainstream, the community of amateur game
         | engine developers shrunk considerably.
        
       | guzik wrote:
       | > I need that feature over there, and this one, and what about
       | that one!
       | 
       | This hits me hard as I am always 2 days before releasing my first
       | roguelike game on Steam since 2021 (shameless plug:
       | https://store.steampowered.com/app/2053250/Hellway/).
       | 
       | > Release early and often
       | 
       | Uhh, I really don't think it's a good advice for gamedev.
       | 
       | I really miss the times when games were polished since v1.0.
       | Random crash on boss fight? Hey, it's an early access / beta /
       | v0.0.1 / we were in rush, forced by some non-sense deadline set
       | by our kickstarter campaign (or ego). Wait for the updates!
        
         | kelseyfrog wrote:
         | >> Release early and often
         | 
         | > Uhh, I really don't think it's a good advice for gamedev.
         | 
         | It is, but it leaves out a crucial bit of information, namely
         | who is the audience to whom the game is released. It's
         | important to get feedback early, especially gameplay feedback.
         | At the same time, failed releases to the general public do
         | little to inspire confidence or provide the valuable kind of
         | feedback required in the early phases of development.
        
       | xeromal wrote:
       | Roguelike games are one of those major events that happened that
       | I completely missed. It's hugely popular and I still don't know
       | what a roguelike game is. lol
        
         | pavlov wrote:
         | Rogue is actually one of the oldest computer games, the
         | original is from 1980:
         | 
         | https://en.wikipedia.org/wiki/Rogue_(video_game)
        
         | TulliusCicero wrote:
         | These days it usually refers to games that have permadeath +
         | procedurally generated levels, so every time you die you start
         | the whole game over (but an entire 'run' isn't very long, less
         | than two hours definitely, often less than one). Sometimes
         | there's "meta progression" that does actually persist some
         | unlocks or upgrades in between runs.
         | 
         | Originally rogue likes were that, but specifically in the
         | gameplay genre of turn-based dungeon crawling RPG's. These days
         | they can be in other genres: twin stick shooters, card games,
         | action platformers, etc.
        
           | bbreier wrote:
           | I _think_ that the meta progression is the sticking point
           | that determines whether the game is a roguelike or a
           | roguelite, roguelite being the one with the meta progression.
        
         | WastingMyTime89 wrote:
         | As the name suggests, rogue likes are games like rogue which
         | generally implies a procedurally generated dungeon, aerial view
         | which might use ascii graphics, a gameplay loop involving going
         | through floors killing monsters while collecting objects and
         | levelling up a character and permanent death. They are fairly
         | obscure games and not really popular.
         | 
         | What has become really popular and was introduced by roguelikes
         | is using procedural generation in games. When it's done well it
         | does wonder for replayability.
        
           | swayvil wrote:
           | Procedural generation is the wild frontier. It's like a visit
           | from aliens.
        
           | haunter wrote:
           | > They are fairly obscure games and not really popular
           | 
           | Nah come on. They are incredibly popular since the indie
           | revival age (~2005). Arguably one of the most popular indie
           | genre. Spelunky, FTL, The Binding of Isaac, Rogue Legacy,
           | Slay the Spire, Darkest Dungeon just to name a few. Hades,
           | which is pretty much an AA rougelike.
           | 
           | Recently the biggest hit is Vampire Survivors [0]. Top 50
           | game on Steam with 20-35k players.
           | 
           | 0, https://store.steampowered.com/app/1794680/Vampire_Survivo
           | rs...
        
             | henryfjordan wrote:
             | Vampire Survivor and others like it are starting to form
             | their own sub-genre. There are so many bullet-hell
             | roguelikes just like it coming out these days. Making a
             | clone seem like a great first game project.
        
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       (page generated 2022-10-24 23:00 UTC)