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Rogue, and other roguelikes for Amiga
- mysterydip 3y agoYou can play a port of the original into javascript and SDL here: https://donnierussellii.github.io/JSRogue.html https://donnierussellii.github.io/JSRogue.html I highly recommend enabling undo if you want to see more than a few levels. The game is pretty unforgiving.
- h0l0cube 3y agoAnother browser rouge-like is Dungeon Crawl Stone Soup. It's much more modern than its progenitors and its levels are much more detailed. https://crawl.develz.org/ https://crawl.develz.org/
- hypertele-Xii 3y ago> uses wave function collapse to generate levels. Are you sure? I've contributed to DCSS and to my knowledge most of the map generation algorithms are predictably ancient. It's been a while though... is it a recent addition?
- h0l0cube 3y agoI was just fact checking myself and you got back first :) I might walk that back to being 'procedurally generated'.
- anthk 3y agoModern doesn't have to be 'better'. DCSS it's focused on combat and Nethack/Slashem on emergent gameplay and cool new tecniques merging combat and objects' properties.
- h0l0cube 3y ago> Modern doesn't have to be 'better' Wasn't making such an implication. I used to love playing Moria on the Amiga. I was just offering another option that others might find interesting. But maybe most people in these comments are probably familiar with DCSS and other roguelikes > emergent gameplay and cool new tecniques merging combat and objects' properties Is the gods feature also novel or does that show up in other roguelikes?
- anthk 3y agoNethack and specially Slashem has lots of focus on objects, environment and monsters and secondary effects between them. With DCSS, you can't neither butcher mons or eat them in recent releases.
- anthk 3y agoI mean, DCSS isn't bad, but it focuses on combat and specially role/attributes and spells. A Felid Berseker from DCSS it's far more "arcadeish" on gameplay than Nethack's Valkyrie with swords/hammers. Also, on magical roles, DCSS will put lots of more options in your hand than (even) Slashem with #tecniques and without quirks like the spellbooks.
- deleted 3y ago[deleted]
- tiahura 3y ago1985 Fred Fish disk 7 - Hack Been playing for 38 years. Still haven’t made it to the Amulet yet.
- anthk 3y agoGet Slash'em, which is Nethack 3.4.3 on steroids, but not to the point of insanity of SLEX. Pickup the Doppleganger Monk and kick any monster with #techniques a la Dragon Ball/Jackie Chan style.
- anthk 3y agoAmiga has to have upstream Nethack (No, not 3.4.3) and maybe a recent version Slashem. On Slashem, there are ports for DOS and OS/2, so somewhere there has to be an Amiga build. https://sourceforge.net/projects/slashem/files/ https://sourceforge.net/projects/slashem/files/
- antod 3y agoI "wasted" so much time on that graphical Amiga Larn version. I also had that Amiga Hack version with the speleologist, but it was really hard and much buggier than Larn was.
- mnw21cam 3y agoI definitely "invested" a decent amount of time into Larn when I was younger. Managed to win, too. There was a lot that could be improved on, and it did have a few bugs (and it really slowed to a crawl on some of the volcano levels where there are hundreds of monsters) but I haven't found another roguelike yet that was as fun. Good times.
- mkesper 3y ago'Haste' was a must, back then. Every other step was fast, then.
- smm11 3y agoDigging out the Amiga now.
- 082349872349872 3y agoThe early days of AI included automating one's rogue playing: https://www.cs.princeton.edu/~appel/papers/rogomatic.html https://www.cs.princeton.edu/~appel/papers/rogomatic.html
- gattilorenz 3y agoAwesome! This is probably one of the few research expert systems/AI systems of the time with source available: https://britzl.github.io/roguearchive/#rogomatic https://britzl.github.io/roguearchive/#rogomatic
- anthk 3y agoAnd Facebook tried to do the same with Nethack.
- pcdoodle 3y agoMichael Toy's MacOS version of rogue is amazing. I clicked that mouse button HARD in battle.
- layer8 3y agoIt's nice to see actual CRT screenshots.
- RachelM71948937 3y ago[dead]
- hnthrowaway0315 3y agoFor some reason I still consider Diablo I as the ultimate Roguelike game, par none. It doesn't have perma death but if playing in a multiple game it can be faked. I need to boot it up again. So far I haven't seen anything close to it, even Torchlight I.
- mzi 3y agoJust a little nitpick, the phrase is "bar none". https://languagelog.ldc.upenn.edu/nll/?p=2451 https://languagelog.ldc.upenn.edu/nll/?p=2451
- hnthrowaway0315 3y agoThanks for the correction!
- deleted 3y ago[deleted]
- qweqwe14 3y agoHave you tried Noita[1]? It's a Finnish 2D roguelike game inspired by Liero. Has permadeath and is generally pretty difficult but in a good way. You play as a witch, there are wands and spells that you can put in them to make unique builds with sophisticated wand mechanics. Every pixel in the world is simulated, like in falling sand games. Really recommend it! [1] https://noitagame.com/ https://noitagame.com/
- hnthrowaway0315 3y agoThanks! Looks like a 2d platformer. I'm always pretty bad with those, starting from Mario XD
- 0xDEADFED5 3y agocheck out Grim Dawn. best Diablo-like ever in my opinion
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- feintruled 3y agoADOM was my go to on the Amiga. Loved that game so much!
- AltruisticGapHN 3y agoSaw these Amiga roguelikes modern takes on Twitter https://nivrig.itch.io/rogue-declan-zero https://nivrig.itch.io/rogue-declan-zero Roguecraft (a modern #roguelike for the #Amiga) https://twitter.com/bag_of_hats/status/1690383073030832128 https://twitter.com/bag_of_hats/status/1690383073030832128 Something that's been fascinating for me as an experienced Amiga coder back in the days - is seeing modern "retro" games done on the Amiga. It's really interesting how we didn't have some types of games not because of hardware limitation, but the lack of tooling and resources did not allow for these concepts to flourish back then.
- ido 3y ago> the lack of tooling and resources did not allow for these concepts to flourish back then. Alternative take - game design also improved a lot in the last 30-40 years. You could have made these games in 1990, but you would have had to design them first.