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Author Topic: IRDC redefines "roguelike" - What about DF?  (Read 3909 times)

inaluct

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Re: IRDC redefines "roguelike" - What about DF?
« Reply #45 on: October 07, 2008, 06:52:26 pm »

tl;dr:

Berlin defines roguelike, Bay 12 forums says "You guys can suck it"

Also, Vallannion has a really good point, those guys are pretty well known. After reading his post, I almost want to respect their definition, because two of them are Crawl developers. I like Crawl. I also like DoomRL and POWDER. I don't like NetHack, but I respect that it's our current giant empire that's going to be smashed into dust by Crawl in a few years.
« Last Edit: October 07, 2008, 06:55:25 pm by inaluct »
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qwertyuiopas

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Re: IRDC redefines "roguelike" - What about DF?
« Reply #46 on: October 07, 2008, 09:08:37 pm »

DF-likes(in the sense of almost needless complication) that need to be made:

-A RTS where the units can complain and refuse your orders.
-A FPS with food requirements and proper limb loss tracking, even in animations.
-A roguelike with a full 3D physics+fluid simulator.(good luck on that one)
-A city building game that tracks the building interiors(and citizen names)
-A tower defense game where turrets wear down from use and can be clogged with gore, also, too much bloody death can demoralize the enemy.
-A MMORPG with permadeath and sniper rifles(boom! headshot! you just lost a month of your life!)
-FFTA2 with unlimited(randomly generated) quests and no level cap, as well as the ability to create new abilities and classes, with a lot of work and expense...
-Portal with an overworld.


I would really like to see someone try to make one of those.
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