Just wanted to chip in. I also found Brogue 1.7 to be pretty inspiring overall. I share the love of graphics, and I just find the game design to be really "tight" in a consistent way.
That said, while the terrain, colors, features, of the levels were great I found the generation algorithm really boring. I quickly grew to recognize level layouts, the "trick rooms", the traps, etc. Ultimately it felt like a more complex version of Diablo 3's dungeon area templates, where relatively prefab stuff is stuck together in a fixed size space.
Of course, this fits with Brogue's overall ethos, and isn't necessarily bad. But it wasn't exactly what I wanted. Also, while I liked the XP-less development, I was often frustrated that the type of character you're gonna play is largely based on what items you find early on. Again, this is not necessarily bad, but wasn't ideal for me.
That said, there's a lot to steal from Brogue, and I think all its decisions were pretty well-reasoned.
I also think it makes sense to only use floating point to calculate transient values, rather than storing anything important in a way that might mean different things on different machines.
EDIT: I should say that I mean that the output of the generation algorithm is sort of predictable. I'm sure it's really sophisticated under the hood, I just wish there was more variance of the outputs, and different kinds of levels.
That said, while the terrain, colors, features, of the levels were great I found the generation algorithm really boring. I quickly grew to recognize level layouts, the "trick rooms", the traps, etc. Ultimately it felt like a more complex version of Diablo 3's dungeon area templates, where relatively prefab stuff is stuck together in a fixed size space.
Of course, this fits with Brogue's overall ethos, and isn't necessarily bad. But it wasn't exactly what I wanted. Also, while I liked the XP-less development, I was often frustrated that the type of character you're gonna play is largely based on what items you find early on. Again, this is not necessarily bad, but wasn't ideal for me.
That said, there's a lot to steal from Brogue, and I think all its decisions were pretty well-reasoned.
I also think it makes sense to only use floating point to calculate transient values, rather than storing anything important in a way that might mean different things on different machines.
EDIT: I should say that I mean that the output of the generation algorithm is sort of predictable. I'm sure it's really sophisticated under the hood, I just wish there was more variance of the outputs, and different kinds of levels.
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