![]() ![]() So that playthroughs don't end up feeling the exact same, you need more things to spice up the game- not less. Sometimes you need to pair things down, sure, but the genre lends itself so much better to have more content so that each run continues to feel fresh and new. Yes, I understand sometimes it was cited as for game balance or homogenization, but I cannot agree with the philosophy of roguelike dev that less is always more. Once that happened most patches since then continued the new trend of removing elements that are thematic, colorful, and/or different as a sacrifice on the pyre for new content. I feel like the real turning point was the removal of mountain dwarves, so version 0.10. (I wasn't a member then, this is more lore and logs.) To pivot to for a pre-existing well established roguelike.Ĭould you identify the point in time you think the pivot has happened? The philosophy document was written in the 0.3 cycle of the stone_soup project, though the ideas had been tossed around by the team at the time even earlier. Depths and Dungeon spawn lists were also adjusted, with so-called "trash mobs" (chaff and popcorn) culled in order to adjust the difficulty curve across the board. In this release Vaults and Snake both got monster set refreshes including new monsters and changed mechanics (poison processes much faster now) to do the same. For example (this is not an exhaustive list): In 0.26 swamp's monster set was overhauled with several new monsters, plus changes to the level design and layout, in order to increase its threat level. It's also easy to zero in on the removals, and miss the additions, many of which are aimed at making the game harder. To generate nuanced curses on each of them in a way that is meaningful is daunting. Why put this family of mechanics on a god instead of everywhere in the game? Well, if you haven't noticed, crawl generates a massive quantity of items, most of the meaningless. The interesting part of curses: sticking with an item that maybe isn't the best for you or is lower quality in some way in exchange for some benefit, was the basis of the Ashenzari redesign. After that, an item being cursed was simply a tax on a common scroll, which you either had to carry around or back-track for. Since remove curse was usually abundant, outside of a rare run this meant at most the first 3-5 dungeon floors where the player was unable to use a small quantity of floor loot. In its current (pre-removal) state, it was a light speed bump in the early game: if you knew about curses you wouldn't wield anything you didn't know the uncurse status of until you found ?rc. ![]() Several of our goals "no no-brainers", "painless interface and newbie support", and "no need for spoilers" might lead to work that could be characterized as streamlining, but our general sense is that crawl should try to kill you by beating your character in a fair fight, not by beating the player in a game of "did you check all this trivia".įor a specific example from the current patch: the curse system was removed. It also doesn't specify any content goals, those are generated by team members and community members based on their interest and whims when a creative mood strikes. However, it's an aesthetic philosophy open to interpretation, so you have to look at specifics to see how the devteam interprets this in practice. There is a philosophy section in the manual that gives the large-scale philosophy. Roguelike Radio podcast for all things roguelike-y.The ArchiveRL project, building a complete archive of roguelikes.A torrented bundle of many many roguelikes.Find more awesome roguelikes at RogueBasin.Posts simply linking to or mentioning games will be removed, especially in relation to "roguelike-likes". Video reviews/plays of "roguelikelikes" will be removed. Limit (self-)promotional material to once per three months, especially when not relating to traditional roguelikes.Whether it's ADOM, IVAN or (arguably) Dwarf Fortress, let's talk about it!
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