Sil on Roguelike Radio

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  • Darren Grey
    Scout
    • Jan 2013
    • 25

    #91
    Originally posted by BlueFish
    I think you should consider how that word and its *meaning* helps people to decide whether to listen to your podcast.
    Heh, that's a wonderful point And I do very much try to keep the podcast to roguelike topics, in spite of pulls from other people to cover non-roguelikes or semi-roguelikes more. And when we cover general game design topics like mobile or tile design I always try to keep the discussion centred around "What's important for roguelikes".

    I don't hate that it means something. But I don't think definitions are important enough to argue over. I much prefer discussing how mechanics affect the gameplay than how they affect how "roguelike" something is (with 80 different interpretations of what that even means).

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    • taptap
      Knight
      • Jan 2013
      • 710

      #92
      Originally posted by jdh
      The AI running away can be seen as an annoyance, or flavor (since not all enemies run away) and a challenge to be dealt with.
      You can even weaponize it! (http://angband.oook.cz/screen-show.php?id=2373 - high light, majesty and song of elbereth combined in the throne room) I hope I can make a stealthless, sleepless pacifist one day with intimidation.

      It is a shame that Darren saw only the first few floors and played them - I suspect - in a rather repetitive way (press arrow key until enemy is dead ). Actually, Sil allows for extremely different builds right from start but I like probably most players only started to experiment when I was already fairly experienced.
      Last edited by taptap; September 10, 2013, 18:47.

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      • Darren Grey
        Scout
        • Jan 2013
        • 25

        #93
        Originally posted by taptap
        It is a shame that Darren saw only the first few floors and played them - I suspect - in a rather repetitive way (press arrow key until enemy is dead ).
        Actually I was more playing stealth builds and trying to be sneaky, but often failing. It wasn't until discussing on this thread that I realised stealth was meant more as a support option for melee than it's own thing.

        Also I had fun with the game. I think many of my negative comments were a bit overstated. There are things I don't like, but they're vastly outnumbered by the things I like. I mean hell, this is the first *band game that's actually respectful to the lore! That's a giant mega plus to someone whose favourite book is the Silmarillion

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        • taptap
          Knight
          • Jan 2013
          • 710

          #94
          Originally posted by Darren Grey
          Actually I was more playing stealth builds and trying to be sneaky, but often failing. It wasn't until discussing on this thread that I realised stealth was meant more as a support option for melee than it's own thing.
          You can definitely play stealth / song / perception only, but initial attempts often die horribly when spotted by bats or other fast moving monsters.

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          • Scatha
            Swordsman
            • Jan 2012
            • 414

            #95
            Yes, the stealth game is certainly possible. Indeed the first winner after release was a pacifist!

            I think the early game for pacifists may be slightly too luck-dependent, though. By the time you're a few hundred feet in you're much more in control of your destiny.

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