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HyperRogue, a open-source non-Euclidean roguelike: new weapons
- cmrx64 3y agoToday is my birthday, and this is quite the excellent gift :) I've been thinking about what it would like to express something like the holographic principle in this form factor ... haven't made much progress!
- kamikaz1k 3y agoHappy Birthday!
- DaveSchmindel 3y agoHappy birthday!
- lagniappe 3y agoHappy Birthday :)
- seabass-labrax 3y agoFor cmrx64 is a jolly good fellow, for cmrx64 is a jolly good fellow...
- cmrx64 3y agothanks all… now, go play with weird geometries! my treat! ;)
- deleted 3y ago[deleted]
- Min0taur 3y agoThis is a really cool project, thank you for sharing!
- contingencies 3y agoCongratulations. Definitely one of the most polished and unique roguelikes on Steam.
- BiteCode_dev 3y agoGiven steam features the binding of isaac, hades and inscryption, I can't understand your comment.
- zenorogue 3y agoMight depend on the interpretation of "roguelike" -- Rogue combined single-character adventure with grid tactics, so to many people, "roguelike" means single-character grid tactics, usually with some other less unique features (such as randomness), just like it did in the 80s. This was also the most important roguelike feature for the design of HyperRogue. While more commonly "roguelike" is used for marketing anything that takes whatever inspiration from a game marketed as roguelike. In the roguelike communities, mentioning The Binding of Isaac (in a way suggesting that roguelike means a game like it) happens regularly and yields very negative reactions, because it is not tactical and thus not interesting to the community. Similar for the other ones you mention. Still, there are many very polished roguelikes on Steam (Dungeons of Dredmor, Crown Trick, Sproggiwood, Moonring, etc.).
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- 4death4 3y agoOther than the visualization, what specific aspect of non-Euclidean space is leveraged? For instance, if you were project the space on to a rectangle, what would fundamentally change about the game? The coolest non-Euclidean game ideas I've seen involve violation of the triangle inequality of metric spaces, i.e. the shortest path between two points is not necessarily a straight line (e.g. Portal). Just from the article, I can't tell how the projection fundamentally impacts game play.
- cmrx64 3y agoIf you play it a little, you learn very quickly how hyperbolic space impacts the gameplay: if you're wise, you can always avoid being backed into a losing situation by the enemies. There's more space behind for you to run away into than there is space around you to be crowded by.
- LanternLight83 3y agoThere are puzzle levels like the round table, where you must retrieve the grail from the center of the table (>= ~14 tiles in) and return the way you came-- a deceptively tough task for the unprepared
- pierrec 3y agoIt's true that it's hard to tell from the screenshots, but I'd say this game is way more non-euclidian than a mere "euclidian plus portals" kind of space. It's not simply the projection that makes it look strange, and there is no projection that can possibly make a hyperbolic world look like a normal 2d world. For example, a circle in hyperbolic space contains a lot more space than a circle in euclidian space with the same radius. If you want to get a better intuition for this, consider just trying the game.
- 4death4 3y agoI just tried the game. Let me preface this comment by saying that I think any exploration of new game techniques is always worthwhile, and, more broadly, creating anything is always positive. I have no expectation that the author of this game created it to please me. That being said, I standby my initial comment. After playing the game, I see how hyperbolic geometric affects movement in the world. What still remains unclear, however, is how movement in a hyperbolic world impacts game play in a meaningful way. Games are not complete happenstance; they're a collection of intentional choices to create an experience through purposeful mechanics. While the choice of hyperbolic geometric was intentional, the impact of this decision on the game play feels more or less random. That's not to say hyperbolic geometry couldn't be used to make an interesting game, but one would need to design the game in a way that creates a compelling experience by intentionally exploiting the characteristics of hyperbolic geometry. Taking an existing thing and recreating it with hyperbolic geometry is not cutting it for me, at least not in this specific instance.
- mdaniel 3y agoIt took quite a bit of clicking to find the "open source" part https://github.com/zenorogue/hyperrogue/blob/v13.0/COPYING https://github.com/zenorogue/hyperrogue/blob/v13.0/COPYING (GPLv2) While digging around, it seems there's also an online version for lighter-weight tire kicking https://www.roguetemple.com/z/hyper/online.php https://www.roguetemple.com/z/hyper/online.php Don't overlook the author's YouTube channel, which digs into the non-Euclidean parts: https://www.youtube.com/@ZenoRogue/videos https://www.youtube.com/@ZenoRogue/videos
- ramijames 3y agoThis made me smile so much. Thanks for building such a unique game.
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- simonjgreen 3y agoThis has been doing the rounds for a while, and I enjoy seeing it every time it pops up. The new content here is the addition this year of Einstein tiles, although that’s obviously Euclidean space only it’s still fun.