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One of the great blessings of the roguelike genre, especially in its purer-ASCII expressions, is that the barrier to create a complete and gripping game was con
by lordleft 4y ago
One of the great blessings of the roguelike genre, especially in its purer-ASCII expressions, is that the barrier to create a complete and gripping game was considerably lower than games that required lots of art assets, animations, etc. It's a genre born out of the constraints of early computing.
- zasdffaa 4y agoHard to call it gripping when I'm trying to find out how to do X in the interface. I suppose like emacs it comes with time. I admit on the few times I played it and managed not to get frustrated I do start to perceive it at least partly in 3 dimensions with immersion, like an interactive cinema in my head, bit like when I played AD&D as a kid (which I admit I miss).
- kadoban 4y agoThat is the big downside, it takes a while to get invested in it, especially these days when there's a thousand other things optimized to pull your attention. Once you get into them though, they're some of my favorite games. NetHack might be the most absorbing game I've ever played, and there's a few others with that art style that came close.
- jaunkst 4y agoThat is one of the reasons why I got into programming. Not exactly because of roguelikes but MUDs. After playing muds, and wanting to make my own I started with Diku, and then started building them from scratch in many other languages. The ECS pattern became something really interesting to me just because of the highly serializable state. One of the MUDs my community was involved in had a great developer behind it. It was just so amazing how fast new features were added to the system. The idea that you don't need assets, animations, etc is critical. I would love for a book series that would cover something like this in multiple languages.