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>The art is really what makes or breaks games. Quite a few rougelikes use strictly ascii art, kind of negating your point
by jedimastert 8y ago
>The art is really what makes or breaks games.
Quite a few rougelikes use strictly ascii art, kind of negating your point
- mouldysammich 8y agoVery few of the recent popular ones are if at all
- hood_syntax 8y agoThe recent popular ones (edit: assuming I am reading correctly which games you refer to) are all pretty much spinoff genres that borrow heavily from traditional roguelikes, but break from the classic design attributes in very important ways. Many of them are excellent games, but I don't think it's being nitpicky to distinguish them. Note I make this objection without wanting to wade into the tedious war over terminology.
- zrobotics 8y agocough dwarf fortress cough
- 0xffff2 8y agoDwarf Fortress has support for pixel-art tile sets and it's very easy to use them these days. I've played DF for close to a decade and never spent a significant amount of time looking at the base ASCII graphics.
- johnchristopher 8y agoAnd dozens of us are playing them. Dozens !
- billfruit 8y agoWith even that kind of 'character set art', things have got quite advanced, see Caves of Qud or Cogmind, which have a lot of visual flourishes.