History Main / Roguelike

14th Feb '17 12:55:00 PM Jan_z_Michal
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* ''VideoGame/CuriousExpedition''
26th Jan '17 6:48:11 PM StoneBasilisk
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* ''VideoGame/MordheimCityOfTheDamned'' - A rougelike TurnBasedStrategy game with RPGElements.
25th Jan '17 2:15:49 PM DZAladan
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* ''[[VideoGame/HeartAndSlash Heart&Slash]]'' is a 3D roguelike/brawler game with ''Franchise/DevilMayCry'' elements.
16th Jan '17 6:43:22 PM Luigifan
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One factor that almost certainly contributed to the rise of roguelikes was the fact that they have no graphical requirements. Any coder can create one without having to worry about graphical or audio resources - the only requirement of a roguelike is the ability to manipulate a grid of text characters, which any computer system can do trivially - especially the [[UsefulNotes/CursesAPI terminal-based systems]] in common use during the 1980s, when the first roguelikes began to appear.

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One factor that almost certainly contributed to the rise of roguelikes was the fact that they have no graphical requirements. Any coder can create one without having to worry about graphical or audio resources - -- the only requirement of a roguelike is the ability to manipulate a grid of text characters, which any computer system can do trivially - -- especially the [[UsefulNotes/CursesAPI terminal-based systems]] in common use during the 1980s, when the first roguelikes began to appear.



* Roguelikes generally have a 'food clock' - characters will hunger over time and have to eat, which means they cannot stay in one place forever -- they have to push on to get food at the very least. This forces them to confront the increasingly difficult parts of the game. This is usually a measure to attempt to [[AntiGrinding prevent the player from level grinding]]. The original ''Rogue'', for example, [[WizardNeedsFoodBadly required you to eat food every so often or starve to death]], and it was nearly impossible to find more food on a dungeon level once you'd cleaned it out -- but going down to the next dungeon level meant fighting tougher monsters.

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* Roguelikes generally have a 'food clock' - -- characters will hunger over time and have to eat, which means they cannot stay in one place forever -- they have to push on to get food at the very least. This forces them to confront the increasingly difficult parts of the game. This is usually a measure to attempt to [[AntiGrinding prevent the player from level grinding]]. The original ''Rogue'', for example, [[WizardNeedsFoodBadly required you to eat food every so often or starve to death]], and it was nearly impossible to find more food on a dungeon level once you'd cleaned it out -- but going down to the next dungeon level meant fighting tougher monsters.
7th Jan '17 11:39:14 PM alan900900900
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* ''VideoGame/RedRogue'': A Homage to the TropeNamer involving the now widowed lover of @ guided by his revenant to retrieve the Amulet of Yendor and restore him to life. Unlike the original it is in a side-scrolling platformer format with no jumping. Combat system derives from a rudimentary casting and enchantment system with dual-wielding a main weapon and a throwable weapon.



* ''VideoGame/RedRogue'': A Homage to the TropeNamer involving the now widowed lover of @ guided by his revenant to retrieve the Amulet of Yendor and restore him to life. Unlike the original it is in a side-scrolling platformer format with no jumping. Combat system derives from a rudimentary casting and enchantment system with dual-wielding a main weapon and a throwable weapon.
7th Jan '17 11:37:10 PM alan900900900
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* ''VideoGame/{{Redungeon}}''
9th Dec '16 1:10:10 PM Luigifan
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* ''VideoGame/TheSwindle'' is a steampunk cybercrime heist platformer -- think VideoGame/PaydayTheHeist in Victorian England as a platforming game and there's your premise.



* ''VideoGame/{{Tallowmere}}'' is a 2-D hack-and-slash dungeon crawl.
* ''VideoGame/TempleOfYog''



* ''VideoGame/{{Ziggurat}}'' blends this with {{Heretic}}-style FirstPersonShooter. It has a difficulty select, and there is some persistent progression in the form of new characters, weapons and perks unlocked by completing at least one floor.

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* ''VideoGame/{{Ziggurat}}'' blends this with {{Heretic}}-style FirstPersonShooter. It has a difficulty select, and there is some persistent progression in the form of new characters, weapons weapons, and perks unlocked by completing at least one floor.
1st Dec '16 8:48:56 AM Asvarduil
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* ''VideoGame/FinalFantasyXIV'' has a GameWithinAGame, the 'Deep Dungeons'. In practice, these are Roguelikes that have an entirely separate progression system from the rest of the game. Each tier of the dungeon has 10 floors, with the first nine being randomly generated, and the tenth always being a boss. Additionally, there are 'Accursed Hoard' caches that can only be unveiled with a special item; finding one yields loot that can be redeemed outside of the Deep Dungeon.

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* ''VideoGame/FinalFantasyXIV'' has a GameWithinAGame, the 'Deep Dungeons'. In practice, these are Roguelikes that have an entirely separate progression system from the rest of the game. Each tier of the dungeon has 10 floors, with the first nine being randomly generated, and the tenth always being a boss. Additionally, there are 'Accursed Hoard' caches that can only be unveiled with a special item; finding one yields loot that can be redeemed outside of the Deep Dungeon. Lastly, if you max out your Aetherpool weapon and armor, you can 'cash out' a permanent version of a class Aetherpool weapon, at the cost of resetting your Aetherpool progression in Deep Dungeons to +1/+1.
1st Dec '16 8:47:31 AM Asvarduil
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* ''VideoGame/FinalFantasyXIV'' has a GameWithinAGame, the 'Deep Dungeons'. In practice, these are Roguelikes that have an entirely separate progression system from the rest of the game. Each tier of the dungeon has 10 floors, with the first nine being randomly generated, and the tenth always being a boss. Additionally, there are 'Accursed Hoard' caches that can only be unveiled with a special item; finding one yields loot that can be redeemed outside of the Deep Dungeon.
29th Nov '16 8:23:41 PM witchdoctor
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* ''VideoGame/Necropolis''

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* ''VideoGame/Necropolis''''VideoGame/{{Necropolis}}''
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