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Topic: Roguelike

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  Roguelike Games
In a big nutshell, a roguelike is a single-player computer role-playing game in which the player character explores a randomly generated environment—usually a dungeon—filled with monsters, treasure, and mystery.
Because roguelikes are typically labors of love rather than profit, they bud in the twilight hours of hobby-time.
Scourge — a graphical roguelike with the amusing premise that your characters are has-been heroes employed as dungeon exterminators
michael.futreal.com /roguelike   (409 words)

  Main Page - RogueBasin
A Roguelike is usually described as a free turn-based computer game with a strong focus on intricate gameplay and replayability, and an abstract world representation using ASCII-based display, as opposed to 3D graphics.
Roguelikes allow the player an indefinite amount of time in which to make a move, making gameplay comparable more to chess than to reflex-based games like first-person shooters.
If you have some ideas for a new Roguelike and would like to give development a go (or are already a seasoned developer) the RogueBasin is here to help you expand the Roguelike genre.
roguebasin.roguelikedevelopment.org /index.php?title=Main_Page   (358 words)

A roguelike is a superficially two-dimensional dungeon crawling computer game, usually with simple text or ASCII "graphics" and many with "tiles" which replace the rather limited character set with a wider array.
Roguelike games feature randomly generated dungeon levels, which give them more replay value than games in which the levels are the same every time, though many have static levels as well.
Some roguelikes provide a "wizard mode" which lets players explore the dungeon without risk of death, but as with save scumming, it is not possible to win honorably using wizard mode.
www.sfcrowsnest.com /scifinder/a/Roguelike.php   (1243 words)

 roguelike [ic wiki]   (Site not responding. Last check: 2007-11-07)
Roguelikes have been notable influences for other games, the most famous of which being Blizzard‘s Diablo, a 3D, real-time variation on the dungeon crawling experience, complete with random dungeon information, ‘artifact’ items and ‘unique’ monsters.
Most roguelikes are Open Source, meaning that anybody can download their code and create their own version of the game.
One notable exception to this is ADOM whose ‘Closed Source’ status was a source of friction in the roguelike community and more specifically an aggravation for the Macintosh roguelike community, who were aggrieved that this meant the game could not be ported.
www.insertcredit.com /wiki/doku.php?id=roguelike&DokuWiki=8b3e44045a6a0b3ab43a5cf0f1a168fc   (586 words)

 Roguelike magazine launches, focuses on game aesthetics - Joystiq
Forget polygons, forget sprites, Roguelike games do it with text on a fl screen.
Unfortunately most modern gamers turn their noses at the dated visuals and refuse to give Roguelikes a second look.
The magazine, a publication dedicated to increasing awareness of the art and aesthetics behind the Roguelike genre.
www.joystiq.com /2007/03/23/roguelike-magazine-launches-focuses-on-game-aethetics   (1124 words)

 zangband.org: roguelike games   (Site not responding. Last check: 2007-11-07)
"Roguelike" is a word used to describe an entire genre of computer games decsended from or inspired by the game Rogue.
In general, roguelike games have several characteristics in common although it is not necessary for all of them to be present for a game to be considered roguelike.
Roguelike News - Roguelike news is maintained by Darren Hebden and contains the latest news on the Roguelike world, links to numerous game home pages, development articles and much more.
www.zangband.org /roguelike.html   (283 words)

 NMC:Valengard (New SF Roguelike)
I would really appreciate as many ideas as possible, which can be included as the versions are updated (dont expect me to impliment everything right away!!) All of the obvious things such as cyberware, hacking, etc are already taken care of by the way.
These are some of the things I've always wanted in a SF Roguelike, but that I don't have the skills, depth of ideas (yet), or time to implement.
Roguelike games in general is a small genre > with a samll audience and I can imagine how much smaller it would get if > you exclude all non Polish speaking players..
www.gamesreviews.net /message64826.html   (2001 words)

 Martin Read's Roguelikes Page   (Site not responding. Last check: 2007-11-07)
Roguelike games are a genre of games inspired by the game Rogue, written by Glenn Wichman and Michael Toy on Unix in the early 1980s.
ASCII terminal graphics are commonly used for roguelikes, although a growing number of roguelike games have bitmap graphics or the like instead (or as well).
At some point, I intend to develop a science fiction roguelike involving scavenging alien technology from derelict starbases, but that's a project for another time, so I won't bore you by wittering about vaporware.
www.chiark.greenend.org.uk /~mpread/roguelikes.html   (231 words)

 Roguelike - Wikipedia w kroliki.com 07   (Site not responding. Last check: 2007-11-07)
W Polsce gry roguelike są czasem nazywane rogalikami lub rogalami.
Roguelike ma jednak grupę fanów, którzy uważają że brak grafiki sprzyja wyobraźni, a świat gier roguelike przewyższa znacznie inne gry komputerowe ilością składników (rodzajów zaklęć, broni, potworów itp.) oraz interakcji między nimi.
Grami roguelike inspirowali się autorzy popularnej gry Diablo, która podobnie jak one wykorzystuje w dużym stopniu losowość w generowaniu świata.
www.kroliki.com /wiki/link-Roguelike   (274 words)

In the roguelike genre of computer games, in which all dungeons are created randomly each time and even the identities of the items shift from game to game, it is much harder to create a computer program that can play well.
Rogue Clone IV and the Roguelike Restoration Project's conversion of Rogue 5.4 are among the foremost DOS/Windows versions.
Roguelikes are dungeon-exploration computer games, patterned after their classic namesake Rogue, and set in a randomly-generated world.
www.gamesetwatch.com /column_at_play   (3842 words)

 The Roguelike Games Home Page
Roguelike Games site, which I feel I must mention here.
Roguelike Games FAQ (this file is also available in
It briefly describes most roguelike games (both the well-known ones as their more obscure brothers and sisters), and lists the known locations that you can connect to to get a copy.
roguelikes.sauceforge.net /pub   (856 words)

 rec.games.roguelike.announce Posting Guidelines
Since it is a moderated group, all postings will be sent to a moderator for approval before posting; this means that posts won't show up immediately after you post them.
Announcements of new ftp or web sites related to roguelike games are also appropriate and welcome.
If you are maintaining a FAQ for any group in the rec.games.roguelike.* hierarchy and would like to get pre-approval for posting it to rec.games.roguelike.announce, please contact the moderator.
www.eyrie.org /~eagle/faqs/rgra.html   (572 words)

 Guide to Roguelike Games - Index
Roguelike games are a category of extremely addictive computer roleplaying games.
These WWW pages aim to provide a good overall introduction to roguelike gaming, its history and future.
These pages are regularly updated and contain a lot of links to further information.
users.tkk.fi /~eye/roguelike/index.html   (58 words)

 Guide to Roguelike Games - Index   (Site not responding. Last check: 2007-11-07)
Roguelike games are a category of extremely addictive computer roleplaying games.
These WWW pages aim to provide a good overall introduction to roguelike gaming, its history and future.
These pages are regularly updated and contain a lot of links to further information.
www.hut.fi /~eye/roguelike   (58 words)

"Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue.
A roguelike is a dungeon crawler where no two games are the same.
It is not a port of an existing roguelike as the controls of the GBA are very different from the traditional keyboard, and the screen imposes some additional limitations.
www.zincland.com /powder/index.php?pagename=about   (3004 words)

 Roguelike Games
Dungeondweller is a homepage for roguelike development, it is also a roguelike game.
Roguelike Gravey@rd is the place for all dead roguelike games.
While the plot does not differ much from the typical sci-fi cliche we are all used to, the beauty of Firestorm lies in a huge gameworld and a staggering number of options.
members.chello.at /theodor.lauppert/games/roguelk.htm   (788 words)

 Newbie to Roguelike Development (and programming!)
What I'm trying to get at here is that if you want to improve your skills in C then a roguelike is a good project, but if you want to make a roguelike, then C might not be the best language.
When the first Roguelike (Rogue) was ported to the PC, the code that put characters on the screen was written in assembly language.
It is only after a year or so of writing your own roguelike that you'll be forced to read your own code, but starting with an existing code base gives you some practice in understanding code.
www.gamesreviews.net /message92747.html   (2281 words)

 [No title]   (Site not responding. Last check: 2007-11-07)
A roguelike, for those not in the know, is a game which is like unto the game Rogue.
Crawl is arguably more roguelike than Angband and its variants, as the object in Crawl is to obtain the Orb of Zot and escape the dungeon with it.
The game is much more plot-driven than other roguelikes; there are multiple endings to the game depending on how you play and what your goals are, but the basic and (allegedly) simple goal is to keep the world from being flooded by chaos.
enigmastation.com /~cislyn/game/roguelike.html   (1912 words)

 Home of the Underdogs - RPG Genre: Roguelike Titles
It was such a popular "test" that enterprising UNIX admins and users distributed it, expanded it, imitated it, and ported it to their home computers.
This collection is a tribute to classic Roguelike games-- games that truly stand the test of time, and in many respects are much deeper than recent dungeon-hacks (e.g.
Roguelike News - one of the best places to read up on latest developments in the Roguelike games community.
www.the-underdogs.info /genre.php?name=RPG&subgen=Roguelike   (302 words)

 Crash Course to Roguelike Development
This article is written by an experienced roguelike programmer who made almost all mistakes there ever was, so if you want to be a smart one read this article carefully before proceeding to making a roguelike of your dreams.
Roguelike project requires a lot of work so it would be logical to form a development team.
Roguelikes are demanding and in the same time you don't get much back from your effort.
koti.mbnet.fi /paulkp/articles/rlcrash.htm   (2663 words)

 BBC - h2g2 - Roguelike games - A267617
Quoting from the roguelike FAQ, "It all began with a simple game called "Rogue", which was very simplistic, and used an ASCII display, allowing the character to control an adventurer.
Some people may turn down roguelike games because of their "lousy graphics" but this doesn't make any more sense than not reading books because they don't have any special visual effects.
Indeed, playing a roguelike is much like reading a book in that you visualize the situation in your head.
www.bbc.co.uk /dna/h2g2/alabaster/A267617   (493 words)

 Roguelike reviews - Fantasy   (Site not responding. Last check: 2007-11-07)
Where many other roguelike developers openly distribute their projects Kornel has kept it all in secret and only mentioned something about the vast details and intricate features of this game.
His clever messages and comments on aspects of developing roguelikes are sings of a true genius who might be creating one of the best roguelike games ever.
ADOM-style inventory and equipment screens are completely text based, which is an odd design to a graphical roguelike, yet not uncommon (take for instance H-World which has same kind of text based stuff in windowed game).
koti.mbnet.fi /paulkp/rl/fantasy_rl.htm   (689 words)

 Doom: The Roguelike @ Abandonia Reloaded
You're a lone marine, the only survivor from your squad which was sent to explore some anomalies on the moonbase of Phobos.
The levels are randomly generated and the game is a true Roguelike - it has permadeath and a highscore list.
You'll hear the great music from the start which changes from level to level and all the cool sound effects that really made Doom what it was, from the breathing of the zombie soldiers to the quick electronic sound of the opening doors.
www.reloaded.org /game.php?GameID=117   (657 words)

 Review of the game Aliens: The Roguelike
Aliens: The Roguelike has appealed to me mainly because of two reasons: Its stylish, atmospherical presentation presentation and the tactical gameplay, which work together to create a never before seen immersive roguelike experience.
Your standard roguelike is a straightforward dungeon crawl: Explore all levels, visit all rooms, kill all monsters, collect all treasure, go to next level, repeat until you found that one mystical object or are killed.
It sometimes quite unexpectedly plays random sounds, and it would be nice to have a volume control because the FX is unproportionally loud in contrast to the background music.
www.mobygames.com /game/windows/aliens-the-roguelike/reviews/reviewerId,54276   (1247 words)

 Dungeondweller - www.roguelikedevelopment.org   (Site not responding. Last check: 2007-11-07)
A working field-of-view (or commonly known as line of sight) algorithm is one of the essential parts in any roguelike.
A FOV algorithm is used to calculate which mapcells, within a given radius, that can be seen, or in the case of a lightsource, which mapcells that are lit.
No matter which algorithm you choose, a working LOS algorithm is a must if you ever are to finish your roguelike.
www.roguelikedevelopment.org /php/category/showCategory.php?path=development/&category=LOS   (219 words)

 Dungeondweller - www.roguelikedevelopment.org
Welcome to the Dungeondweller homepage for roguelike development and my own roguelike hobby projects.
This site is intended as an entrypoint for anyone interested in the development roguelike games.
If you are unfamiliar with the roguelike game genre a good definition is (modified definition taken from Balrog and originally from ADOM):
www.roguelikedevelopment.org   (217 words)

 GameSetWatch - @ Play: ToeJam & Earl, The Roguelike That's Not An RPG
Most roguelikes have DandD accoutrements, equipment, attribute scores, spellcasting, and so forth, sufficiently ingrained in their being that it seems almost nonsensical to think one need not be a roleplaying game at all, yet ToeJam and Earl has none of these things.
while it does have some roguelike aspects, they are severely hampered by the fact that the game defaults to fixed worlds, and it starts out with all objects identified: item scrambling only occurs due to the attacks of a certain enemy.
Next time, we'll talk about death and life (but mostly death) in the Dungeons of Doom, in a recounting of the rarest, coolest, and most condescending causes of sudden mortality to be found in Nethack, so be sure to come back in two weeks.
www.gamesetwatch.com /2006/10/_play_toejam_earl_the_roguelik_1.php   (1718 words)

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