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7 items tagged with roguelike

Turn Time Systems

https://www.gridsagegames.com/blog/2019/04/turn-time-systems/

roguelike Cogmind time systems

A look at Cogmind's turn-based time systems, and a discussion of how time-based systems work in roguelikes. Includes details about simplicity, side-effects, bugs, and implementation details. Talks about the easiest system, which is a priority queue, and allowing interruption actions.

Perlin Noise, Procedural Content Generation, and Interesting Space

https://heredragonsabound.blogspot.com/2019/02/perlin-noise-procedural-content.html

procedural generation generative space roguelike

Random generation can generate many spaces, but few are interesting spaces. You can make your generation hit more interesting spaces by leveraging deep domain knowledge about your game world to make interesting content. Interesting spaces are oddly-shaped and probably use various different algorithms.

RPG Design: Do You Wanna Have Skillz or Have Some Class?

http://rampantgames.com/blog/?p=3720

RPG CRPG roguelike classes

A brief definition of and look at games that use classes with fixed skills, free selection of skills, and hybrid options, with some of the pros and cons of each approach .

Roguelike Level Design Addendum: Static or Procedural?

https://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-static-procedural/

roguelike procedural generation level design

A brief discussion about the pros of static vs. procedural maps in roguelikes. Both have pros and cons, there's a spectrum in the middle, and roguelikes can benefit from a mix of different types.

The Reset Problem: A Case for Single-player Matchmaking

https://www.gamedeveloper.com/design/the-reset-problem-a-case-for-single-player-matchmaking

single-player dynamic difficulty balance matchmaking roguelike

In single-player games, players die, restart, and often have to grind through boring/easy content. Players don't get to practice long at their highest skill level. There are some game-design solutions to that: dynamic difficulty, and single-player matchmaking. Specific advice about roguelikes here and here.

The Roguelike Lessons that Horror Design Needs to Learn

https://game-wisdom.com/critical/roguelike-lessons-horror

roguelike horror

Some lessons horror games can learn from roguelikes, about pacing the game not too short or long, controlled use of random to avoid repetition, and adding in fighting; and a look at micro-horror.

Why are character-classes used in game design?

https://gamedev.stackexchange.com/questions/83251/why-are-character-classes-used-in-game-design

RPG JRPG roguelike MOBA balance classes

Benefits of adding classes instead of using a class-less system in your game. They make it easier to balance, they help new players, they can provide class-specific quests or story plot points, and more.