Inventories are almost a staple component of any roguelike, and as such there is usually some amount of inventory management required to play them. Deciding what to carry for contingencies is an important part of roguelike strategy (plus it’s fun! …or cause to kick yourself later). For these decisions to be meaningful, games almost always […]
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- Anonymous on Hacking, the InterfaceCY-PHR sounds like such a troll of a bot, and it probably be very annoying (in a good way) as well as dangerous
- Kyzrati on Hacking, the InterfaceGood point, and a good reminder from this now-ancient article :) Obviously never took that direction in the regular game, but yep ...
- y0un65t3r on Hacking, the InterfaceSome of these unused hacking risks would make epic CY-PHR mechanics!
- Kyzrati on Adventures in Map Zooming, Part 2: Engine-level ArchitectureUm, yeah, complete overhaul so not something that would ever happen for that reason alone (unnecessary now), although just as impo...
- Kyzrati on A Simple Approach to Player-Designed RobotsYeah it's turned out quite well! (and we've been having a lot of fun with these things even outside the game, as you can see...
- Kyzrati on Fog of WarYeah it's a pretty old post at this point, and I remember that was a fun article but they must've changed their link structure, or...
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