Those experienced in making Roguelikes... (5)

1 Name: #!/usr/bin/anonymous : 2008-09-04 20:56 ID:TMMorHh1

Any tips?

I've started making a graphical one, (pretty much looks I.V.A.N. like) but i started from scratch as a learning experience.

If you knew then what you know now, what would you have changed about how you made your rogue? What problems came up (and why) and what did you do to fix it?

I'm just looking for some nice pointers, as I have a hard time deciding where I want certain things to "happen". as in, where does the screen stuff occur, keyboard inputs, where should certain related things be stored... and the like.

2 Name: #!/usr/bin/anonymous : 2008-09-04 22:15 ID:jjqvro3T

There are whole indie communities dedicated to roguelike development. I'd link you but I can't remember any names, so ask google. You'll find information there faster and more comprehensively than you will here.

I've made a couple, but my games tend to be wacky stuff with a lot of one-off requirements so I don't think I have any universal truths to share.

3 Name: #!/usr/bin/anonymous : 2008-09-04 22:50 ID:TMMorHh1

well, i think i know the one's you're talking about, but those are a bunch of general tips, and some more in depth stuff, but it kind of boring to wade through it all.

I was looking for something like: "Oh man, make sure you don't ___. I did and had to rewrite my whole ___ routine."

or

"Make sure you put all the ___ into one class, it makes things way easier"

but maybe you're right, and those are rather personal choices.

4 Name: #!/usr/bin/anonymous : 2008-09-05 03:33 ID:l2H94GeO

5 Name: #!/usr/bin/anonymous : 2008-09-06 08:33 ID:Heaven

>>4
holy freaking crap

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