Procedurally generated maps are a core feature of roguelikes. For a genre that is almost synonymous with “randomness” (within reason), randomized maps are the easiest way to broadly manifest that key element since maps affect many aspects of gameplay from exploration strategy and tactical positioning to item and enemy locations. Notice how walkthroughs for strategy […]
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- Kyzrati on Turn Time SystemsThanks! And yeah it took a few iterations to get to this point, but overall this turn management solution has been pretty robust.
- Sartoris on Turn Time SystemsThank you for the reply, and no worries, I understand. I think your solution is quite elegant, and indeed I assumed something like...
- Kyzrati on Turn Time SystemsHi Sartoris, good question, and the answer essentially depends on your own mechanical/rules preference, like what you think is fai...
- Sartoris on Turn Time SystemsHi, Kyzrati! Thank you for this post! I have one question about the turn queue. To use your own example, let's say the order of...
- Kyzrati on Full UI Upscaling, Part 2: Holy Mockups!Noooo that's not the aim!!! :P I did always want to avoid modal windows, and it should still be optional, but I am really glad...
- y0un65t3r on Full UI Upscaling, Part 2: Holy Mockups!Each modal window brings Cogmind closer to NetHack... and I'm all for it! Even the (i)nventory key is similar to NetHack, soon I c...
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