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roguelike discussion

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File: 1419221624784.jpg (7.8 KB, 251x148, 251:148, ballin chen.jpg)

 No.78

Why hasn't there been an attempt at a roguelike MMO yet?

 No.82

Because that makes it no longer no longer a roguelike.

While sure multiplayer could be added with out removing every aspect of Rogue (a requirement to be a roguelike; you can add but not take away) but you would have to move, then wait for the other person to move, and so on. It would be boring. It's a single player genre. The community for roguelikes is where the ``multiplayer'' is. The ephermerality of roguelikes means that games can take place and then be shared relatively quickly. There are IRC channels you can join where people discuss there games in real time. I've even hung out on vent channels where we were all playing a roguelike and shooting the shit. It's still a very social genre while being single-player. Not to mention community challenges, both game specific ones and dev challenges.

 No.84

>Player 32,354 is making his move…
>…
>…
>…
>…
>Player 32,354 has made his move!
>Player 32,355 is making his move…

 No.86

>chess with thousands of players
noooo thank you
>>84
guess you summed it up before me

 No.91

>>82
Wait, I thought "roguelike" referred to how virtually every part of the game was randomly generated, and thus left up to chance?

 No.93

>>91
Not JUST that. That's a rogue-like ELEMENT. Lot of game have JUST that, they aren't roguelikes.

It should in general be 2D, top down, ASCII or Tiles, randomly generated, dungeon crawler like game-play (can be more open ended like Elona) and turn based.

Sure there are games with all of those that aren't Roguelikes, but that's in general the qualifications

in my opinion

 No.112

>>78
Well there's HellMOO if that counts.

 No.127

What about MAngband?

 No.128

HELLMOO is probably as close as you're gonna get.

 No.204

>>91
I'm pretty sure the "proper" term for that is procedural generation.

Like >>93 said, it's certainly a big element, but it's not the only qualifier.

 No.243

>>78
what is a MUD?

 No.268

>>91
Many roguelike fans are turbo-autists that insist that you need to be turn-based, have an identification system, have ASCII graphics, etc. or it's not a roguelike.

Technically you could call the other games procedurally generated or the mouthful "roguelike-like", but it's pretty annoying to be pedantic about the sanctity of the term all the time.

 No.273

There's always Tomenet as well. I used to run a server for that, could maybe set one up again some time.

 No.296

Doesn't InCaveAd attempt to add a bit of "multiplayer" element to it?
In any case, who has ever won at InCaveAd anyway?

 No.311

>>243
Multiple User Dungeon. Vets played these

 No.359

File: 1419582058906.jpg (341.89 KB, 793x560, 793:560, 05162002.jpg)

Ever played RPGWO? Half-assed indie MMO, not sure if it still around (checking out the site now, seems that it is)

It's more like an MO because if you get more than a few dozen people on at once it became slow as fuck.
I had some good times in this game, though. Back in the day.

 No.381

Diablo was the first attempt to make a multiplayer graphical roguelike. The developers (before they were bought out by Blizzard and turned into Blizzard North) realized it wasn't working and turned it to realtime. You can still see some relics of its brief stint as a roguelike such as the grid-based movement.

A two-player roguelike might conceivably work out, but any more players than that is pushing it.

 No.870


 No.871

>>268
It's not being pedantic. If I want to ask someone about what roguelike he's playing at the moment I want to hear about a roguelike, not an fps or a platformer with permadeath.

 No.872

If I recall correctly, some older RLs have a touch of multiplayer interaction. If one runs Nethack on a server, each client plays the game independently, but they will pull from the same set of bones files. This means you won't encounter another active player but you may find the remains (and ghost) of another player's deceased character.

 No.882

>>359

I was one of the original players of this game, I really enjoyed it despite it being mega shit. Loved digging shit and buildan shit before this was a modern feature in games.

 No.887

they're called MUDs, look it up kid.

 No.906

>>872
DCSS servers have other players ghosts too

 No.922

It's not really a roguelike but if you want something similar with multiplayer there is Wakfu

I fear that I'm gonna be roasted hue

 No.929

>>82
One must consider where the games were made and where the scene was and still largely is: Schools and higher educational institutes.

When you got people together in the dorms you'd play Diablo II on LAN, AD&D with pen & paper or Warhammer on tabletop.

Roguelikes are something one needs to play at one's own pace.



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