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File: 6b3de47e5d05ca7⋯.jpg (168.66 KB, 700x700, 1:1, rogue.jpg)

File: a1b9621e3947635⋯.png (2.59 MB, 1280x10374, 640:5187, ROGUE.png)

File: 486d5fe7535914e⋯.jpg (131.81 KB, 700x1050, 2:3, rogue_2.jpg)

File: 632ed2592f6e97e⋯.jpg (155.85 KB, 700x1070, 70:107, rogue_3.jpg)

File: a60457d7ff0ae48⋯.jpg (134.64 KB, 700x1053, 700:1053, rogue_4.jpg)

f0aaf8 No.14979106

YOU ARE THE ROGUE

Your quest through the Dungeons of Doom for the fabled Amulet of Yendor will challenge your withs, courage, and prowess.

Monsters lie waiting for you to falter or act with foolhardy courage.

For your protection you have been given armor, and enchanted mace, a bow, and a quiver of arrows.

At the beginning of your quest you have food to last one meal. But, in the dank passages of the Dungeon you will find more food and weapons left behind less fortunate seekers of the Amulet.

As you descend, you must search for these hidden treasures, gold pieces, and magical potions to help you schieve the highest of honors.

A triumphant quest for the Amulet of Yendor and immortal enshrinement in the Guildmaster's Hall of Fame

>What is this about

Rogue is a game where you must travel twenty levels down through a dungeon to retrieve the Amulet, and once retrieved you must abscond with it back up the same 20 levels.

Every time you die in Rogue the dungeon, items, potions, weapons, wands, armors, scrolls, and rings change. A potion that once healed might now confuse, a scroll that identified might now teleport, a sword once might might now be weak and useless, and the levels of the dungeon are certainly different.

>How do I play?

DOSBox

dosgamesarchive. com/download/rogue/

myabandonware. com/game/rogue-4n

Unix

britzl.github. io/roguearchive/

Macintosh

archive. org/details/mac_Rogue

THIS IS A THREAD FOR ROGUE AND GAMES THAT ARE SIMILAR TO ROGUE

e41eb2 No.14979797

I should boot up my PCjr…


f35e20 No.14979915

Yeah I fucking love roguelikes, my favorite ones are rogue legacy and the binding of Isaac


64ecb0 No.14983036

I didn't know the Amulet of Yendor was originally from Rogue.


e41eb2 No.14983091

>>14983036

search YAAP (yet another ascention page) youngfriend


a3a938 No.14983157

>THIS IS A THREAD FOR AUTISM AND GAMES THAT CAUSE AUTISM SIMILAR TO ROGUE

FTFY OP.


fee4aa No.14995013

If you're new to Roguelikes and too lazy to get Rogue working somehow try Brogue instead. Brogue is directly inspired by Rogue, and while being accessible is easily one of the best (and easily the best among simpler ones) modern Roguelikes, while being much more fleshed out than Rogue:

https://sites.google.com/site/broguegame/

Another one to try is Infra Arcana, not quite as polished or pretty as Brogue but the difficulty is balls to the wall and pretty enjoyable:

https://sites.google.com/site/infraarcana/


ec8fb5 No.14995414

Brogue? Hahaha, no way! More like POWDER!

http://www.zincland.com/powder/?pagename=about


1012a4 No.14995429

Is there where we talk about FTL?


133a31 No.14995518

There's a nice version of Rogue for the Atari ST.


f0aaf8 No.15004416

File: be253f4d3bccf2a⋯.jpg (253.49 KB, 800x1199, 800:1199, rogueast.jpg)

File: 7f7cbea723d0b3b⋯.jpg (164.77 KB, 409x613, 409:613, rogue-back.jpg)

>>14995429

>THIS IS A THREAD FOR ROGUE AND GAMES THAT ARE SIMILAR TO ROGUE

>>14995518

All but second pic in the OP is from the Atari ST manual.


3de696 No.15004555

>>15004416

It's quite amazing how advanced the games on college mainframes back in the 1970s and 1980s really were. We're talking about mulitplayer games with support for up to 60 players, advanced RPGs years, if not decades ahead of what the mainstream had at the time, the progenitors of FPS and strategy games we have today, etc.


584dca No.15004639

File: a9503e309aa531f⋯.png (19.74 KB, 1000x578, 500:289, Brogue-menu.png)

File: f8742201887710a⋯.jpg (563.1 KB, 1920x1080, 16:9, title-screen.jpg)

File: fd280579b0be651⋯.jpg (141.81 KB, 1280x720, 16:9, maxresdefault.jpg)

What are your thoughts on casualized roguelikes, roguelikes with sprites and roguelites that try to stay closest to original formula while bending some basic rules for slight innovation?


0b1585 No.15004673

File: 967803e1987a7a5⋯.png (134.11 KB, 797x595, 797:595, IVAN_0.50_screenie.png)

>>15004639

I like ones like IVAN


a7d8a5 No.15004690

>>15004639

Sprites are fin. Dredmor is unfunny shit.


ffb61d No.15004723

>>15004555

>It's quite amazing

No, it's not, you shitty kike products nowadays are more worthless than distractions made by college kids and government workers.


04a6e4 No.15004726

Which *band is the best one?


133a31 No.15004763

>>15004416

Neat, I never hunted down the manual since Rogue, well, plays like Rogue.


306c7e No.15004770

>>15004639

Personally, what i consider a roguelike is something that has most of these:

>permadeath as the default setting

>tile based

>turn based

>some degree of interactivity with the enviroment via items or skills (electrify water on floor, burn down furniture, just dont let objects in a room be ONLY decoration and allow things to happen to them)

>some degree of procedurally generated content like rooms or items made of different materials with different qualities (doesnt have to be ALL the rooms but the ones were most action happens, so world maps or tutorial towns can be in the same place)

If its missing only 1 i let it pass, more than that and i get mad at people calling it one.

Elona doesnt have permadeath as default, but it works out because the game wass never balanced for it and the penalties for death are strong enough.

Dredmor is severly lacking on item interaction: a lot can ONLY be used for crafting items by using crafting machines, you cant set things on fire or make something explode by setting it on fire. As far i remember there was a weird thing were you could push doors out of place breaking some traps but that seemed like a bug. Still a roguelike, just not a deep one. Entry level

IVAN is a pretty good one but i cant enjoy it anymore ever since i discovered that the game is constantly scaling enemies whenever you change your equipment so they are always one upping you, so now i feel cheated by it.


fee4aa No.15004775

>>15004639

>brogue

>casualized

A better UI, optional mouse control and non-obtuse bindings don't make a roguelike casual. If you actually mean the gameplay itself then explain further.


f0aaf8 No.15004831

>>15004555

I agree. From my understanding it's where video games were initially born, with Space Wars being the first game and created on a massive MIT computer.

>>15004639

I'm fine with it even if I don't play it. I find Rogue to be a perfect foundation/concept for a game/genre. It only makes sense to me that it's built upon for better and for worse.

>>15004763

From time to time I find a manual with literature that I thoroughly enjoy. Also a great place to look for art.


6e79a0 No.15004884

File: 2c0c0eb5bd0a21f⋯.png (182.99 KB, 250x290, 25:29, ClipboardImage.png)

File: 7e9e70e34f5c0aa⋯.png (1.04 MB, 997x559, 997:559, ClipboardImage.png)

>>14979106

>GAMES THAT ARE SIMILAR TO ROGUE

>tfw when retards get triggered by semantics so hard that sane people need to say that instead of "roguelikes" while they mean basically the same thing

Started emulating The Guided Fate Paradox.

For those who don't know, it's a spiritual successor to Zettai Hero Project.

Runs very well even on a toaster. Despite being a PS3 game, it's very simple, I even had to limit the game's FPS or else it went on superspeed.


6e79a0 No.15004902

>>15004770

What genre would you say a game with only tile and turnbased movement/combat, but no permadeath, no random generated content and no interactivity with the environment would be?


98429c No.15004904


133a31 No.15004927

>>15004884

>Zettai Hero Project

I remember playing that when looking for PSP Roguelikes, nice to know there's something else like it.


6e79a0 No.15004975

>>15004904

Wouldn't it play much more like Rogue than like any SRPG, though?

I meant that the movement and combat was turnbased like Rogue of course, every action taking turns and each unit taking their turns in order continuously, in or outside battles.


98429c No.15005013

>>15004975

Then it can be a tactics game.


6e79a0 No.15005032

>>15005013

I thought "tactics games" and srpgs were about the same thing, but oh well…

I still think it would be much more similar to Rogue than any "tactics game" that I can think of.

Then by your logic, it's safe to say that roguelikes are basically "Tactics Games" that have randomly generated content, permadeath and interactivity with the environment?


98429c No.15005053


6e79a0 No.15005076

Agree to disagree, then.

I think roguelikes play much, much different to "tactics games" and it's not because of that stuff I mentioned.


306c7e No.15005137

>>15004902

Dungeon crawler pergaps, rpg or tactical rpg


6e79a0 No.15005191

>>15005137

As I said to the other anon, I think such a game would be more similar to rogue than being similar to those genres you mentioned. I'd say, though, that roguelikes are a kind of rpg in the same way Tactical rpgs and action rpgs are.


f0aaf8 No.15005486

>>15005191

What do you mean like a game where the enemy takes a step for every step you take and you either walk into them or shoot them or zap them to battle trading off turns in a dungeon that goes down a fixed number of floors and the levels and weapons and spells and scrolls and enemies are always the same?

A turn based dungeon crawler? Wouldn't the fixed nature of levels and enemies take this and turn it into a tactical affair seeing how you can approach completing levels? What do you think would be different from a strategy rpg and this? In what way would it be more similar to Rogue? Why are you asking?


76ed23 No.15005601

>>15005486

Turn based dungeon crawler sounds a bit more reasonable. Yet there are many and they don't quite play like rogue's turn system.

Tactics and strategy apply to any sort of game, with prior knowledge of level design or not. Tactical RPGS and Strategy RPGs are just used to describe game that behave a little like like chess, where you control units in a battle in turns, making tactics and strategy are the main focus. A game like I described wouldn't play like that. You'd be controlling a single character, moving a tile at a time while everyone and everything also does. No tactical or strategy rpg plays like rogue, otherwise rogue would be just be an tactical RPG that happened to have random stuff generated and permadeath.

Same thing for dungeon crawlers. I haven't played many but they usually involve an entire party in a tile and it`s turn system is much different. Many times using JRPG-like turn based combat separated from the exploration

The reason I'm asking is because people are quick to say a game isn't from a genre, but fail to realise that if it isn't in that genre it would mean it would have to be in another genre and most of the time the game fits that genre even less. If you took a game like a described to a dungeon crawling thread, for example, people would argue that it wasn't one, and was much closer to rogue than an actual dungeon crawler

Most of the time the genre people are trying to push the game away from is the one the game is more similar with, which is why people start to say it's in the genre in the first place.


f0aaf8 No.15005639

>>15005601

I don't think a single party member and dungeon crawlers and/or TRPGs are mutually exclusive. It may be less fun, but if you made a tactical rpg with one character would it not still be a tactical rpg? Consider that though most JRPGs have party members an early pioneer, Dragon Quest, had but one character.


76ed23 No.15005703

>>15005639

The unit amount isn't the only factor in question.

In tactical RPGs, you don't just move a space or attack in a turn, you take the unit you're controlling, move it around the area it can reach, and then attack, then it's the enemy's or your other unit's turn. Not to mention that you don't move around and explore with that format in those games, it's only the battles.

In dungeon crawlers I dont think you can cast magic at enemies far away and at angles from your party/character or use positioning in battle in the same way roguelikes allow you to. The battles are enclosed, separated from the movement and exploration.

They're all turn based are turn based and use tiles, but the way they do so is very different.

Otherwise Tactical RPGs and turn based Dungeon Crawlers would also be the same thing.


f0aaf8 No.15005796

>>15005703

I don't think being able to attack an enemy around the corner or from a distance would declassify something as a dungeon crawler. I see what you mean with the distance for tactical RPGs but wouldn't that be more or less irrelevant in a game without a party? Couldn't that be displayed turn by turn like in Rogue? How far have you gotten in Rogue?


76ed23 No.15007269

>>15005796

Haven't played Rogue itself, but played some roguelikes. But being able to move various tiles at one and make actions after doing so while the opponents need to wait for their actual turn to do the same completely changes the game.

The one that is more similar to it is a dungeon crawler where the combat happens while exploring. If a game like legend of Grimrock was turn based it would be pretty similar to roguelike gameplay other than it's perspective and interface.

But by the point the gameplay is like that you might as well describe it as an uncoventional roguelike that don't have permadeath and random stuff and it would be a more appropriate description.


ec8fb5 No.15008318

File: ce7f75c603a801b⋯.mp4 (5.63 MB, 480x360, 4:3, MnemonicRL - Hotel Solipcy….mp4)

C'mon, post some less known roguelikes. Everyone here is making one, right?


5ecf19 No.15008328

>>14979915

That's pretty funny




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