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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.
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.
http://rampantgames.com/blog/?p=3720
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 .
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.
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.
https://game-wisdom.com/critical/roguelike-lessons-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.
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.