I really enjoyed listening to the recent Angband double header on Roguelike Radio. I was particularly pleased to hear the insightful comments about Angband vs Sil. I think that shortly after the initial Sil launch, few people really understood how the games differed. I don't just mean the different features, but the different design philosophies and the niches in roguelike-space that they occupy. Over the last couple years it sounds like the Angband dev team have come to understand this pretty well. After listening to them, I understand it better myself (and how levels not being a limited resource is a main feature that makes Sil like Angband).
Several Devs seemed interested in incorporating some of Sil's features into Vanilla and I thought it could be interesting to discuss which ones would work well. The small no-brainers, as well as the large ones that might be brilliant but are less obvious.
In the past I've started a thread on major, sacrilegious, departures from Vanilla. Presumably none of those are good candidates here though.
Several Devs seemed interested in incorporating some of Sil's features into Vanilla and I thought it could be interesting to discuss which ones would work well. The small no-brainers, as well as the large ones that might be brilliant but are less obvious.
In the past I've started a thread on major, sacrilegious, departures from Vanilla. Presumably none of those are good candidates here though.
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