Right; my character has to remember these things. So why do I need to? 8) I may take days or weeks off in the middle of a game, while no time has passed in-game; why should that affect what my character knows about himself?
Redefine charisma to also affect animals. More charisma ⇒ less hostile creatures. Use charisma in taming. And shop prices should be affected by it, naturally.
I like Luck being a real stat. I also like Luck actually having a real effect on everything you do, so that max Luck is just as obviously helpful as max Strength.
I sort of like Luck being invisible but it's perfectly reasonable to make it visible if it's going to be as manipulable as it is in NetHack.
Your inventory should be sortable and probably show the symbol for everything you pick up, but more importantly, pressing a letter should give you a submenu of commands you can do with that item. Eat, quaff, drop, zap, throw, loot, bop, twist, alchemize, whatever. These can exist as separate commands too, if necessary, but this stuff should be ~discoverable~. (Even the NetHack GUIs are kinda bad at this.)I think this partially depends on whether you are writing a roguelike for people who have already played a couple of roguelikes (which is what most small roguelike projects are) or a roguelike for people who won't know what a roguelike is (like, say, Pokemon Mystery Dungeon or something). If you are doing the former, you probably
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Also please tell me of interesting things other roguelikes do so I can rip them off if this ever gets off the ground.Late-game Crawl has incredible variety but you still can't get all the resistances at the same time, so you have to make hard choices --- and there are like ten optional dungeon branches, and while it's almost always worth doing at least one, it's almost never worth doing all of them. I would say to spend some time exploring that except you don't like the gameplay. Unfortunately I don't know other games that do the same thing. Maybe ADOM
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I sort of like Luck being invisible but it's perfectly reasonable to make it visible if it's going to be as manipulable as it is in NetHack. I've never seen Luck exploited as much as I'd like, so yeah, I hope for it to be a "real" stat. And it should bias the selection of items on new levels, drops from monsters, items with random effects... anything not purely deterministic. Obviously it'll take some care to prevent just maxing out Luck and breezing through the game with twelve +10 Amulets of Winning, but a significant difference in Luck should at least be noticable.
I think this partially depends on whether you are writing a roguelike for... I know, I know. There's no reason I can't do both, of course. But even as someone who's plenty used to the e/q/z/whatever dance, it's plenty annoying to look in my inventory, see a thing I want to eat, and be unable to eat it. Instead, I have to memorize a letter, back out of my inventory, eat it, and then go back to my inventory and whatever I was doing. That's absurd.
I've never seen Luck exploited as much as I'd like, so yeah, I hope for it to be a "real" stat. And it should bias the selection of items on new levels, drops from monsters, items with random effects... anything not purely deterministic. Obviously it'll take some care to prevent just maxing out Luck and breezing through the game with twelve +10 Amulets of Winning, but a significant difference in Luck should at least be noticable.
Maybe just have it be one of the inputs to the RNG function?
Oh, no, I wouldn't require use of the mouse any more than I'd require use of the arrow keys. (Though I'm pretty sure it'd work through dgamelaunch, as long as it were running over SSH instead of telnet.)
Huh, I should test that at some point. I'd assumed it wouldn't work or would only work on a limited number of systems.
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That is all.
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Does NetHack not have pants?
Oh my god.
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And shop prices should be affected by it, naturally.
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I sort of like Luck being invisible but it's perfectly reasonable to make it visible if it's going to be as manipulable as it is in NetHack.
Your inventory should be sortable and probably show the symbol for everything you pick up, but more importantly, pressing a letter should give you a submenu of commands you can do with that item. Eat, quaff, drop, zap, throw, loot, bop, twist, alchemize, whatever. These can exist as separate commands too, if necessary, but this stuff should be ~discoverable~. (Even the NetHack GUIs are kinda bad at this.)I think this partially depends on whether you are writing a roguelike for people who have already played a couple of roguelikes (which is what most small roguelike projects are) or a roguelike for people who won't know what a roguelike is (like, say, Pokemon Mystery Dungeon or something). If you are doing the former, you probably ( ... )
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Also please tell me of interesting things other roguelikes do so I can rip them off if this ever gets off the ground.Late-game Crawl has incredible variety but you still can't get all the resistances at the same time, so you have to make hard choices --- and there are like ten optional dungeon branches, and while it's almost always worth doing at least one, it's almost never worth doing all of them. I would say to spend some time exploring that except you don't like the gameplay. Unfortunately I don't know other games that do the same thing. Maybe ADOM ( ... )
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I've never seen Luck exploited as much as I'd like, so yeah, I hope for it to be a "real" stat. And it should bias the selection of items on new levels, drops from monsters, items with random effects... anything not purely deterministic. Obviously it'll take some care to prevent just maxing out Luck and breezing through the game with twelve +10 Amulets of Winning, but a significant difference in Luck should at least be noticable.
I think this partially depends on whether you are writing a roguelike for...
I know, I know. There's no reason I can't do both, of course. But even as someone who's plenty used to the e/q/z/whatever dance, it's plenty annoying to look in my inventory, see a thing I want to eat, and be unable to eat it. Instead, I have to memorize a letter, back out of my inventory, eat it, and then go back to my inventory and whatever I was doing. That's absurd.
As one of those ( ... )
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Maybe just have it be one of the inputs to the RNG function?
Oh, no, I wouldn't require use of the mouse any more than I'd require use of the arrow keys. (Though I'm pretty sure it'd work through dgamelaunch, as long as it were running over SSH instead of telnet.)
Huh, I should test that at some point. I'd assumed it wouldn't work or would only work on a limited number of systems.
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