Roguelike Radio. Crawl! X@COM. WebTiles - Dungeon Crawl Stone Soup. CrawlWiki. Temple of the Roguelike – Roguelike News, Reviews, Interviews and Information. Tales of Maj'Eyal and T-Engine4. Angband at oook.cz. Tales of Maj'Eyal and T-Engine4. ADOM II: Legends of Ancardia (powered by JADE) Ascii dreams roguelike of the year. 290 roguelikes have qualified this year: this is only a slight increase of 7 roguelikes from last year and begs the question: 'Have we reached peak roguelike?'.
More importantly, there's a significant difference in the included roguelikes as I have included all the 7DRL entries this year. I have not done this in previous years, so the figures could hide an actual drop in the total roguelikes released in 2013. However... How did the games qualify? The list was taken from the roguelike releases announced on the Rogue Basin news section between December 16th 2012 and December 16th 2013 and the 7DRL rogue likes that were rated by the challenge evaluation process.
What about 'x'? Make sure you announced your roguelike on Rogue Basin for next year. What about 'y'? As roguelikes become more popular, the term is used to increasingly describe a broader type of game. What's the prize? Having a competition is a dumb idea/offensive/stupid when you can't police the results. Yep. Request for votes: Ascii Dreams Roguelike of the Year 2011. 185 roguelikes have qualified this year: that's a different roguelike being released less than every two days, and yet again, another record number (116 last year).
How did the roguelikes qualify? The list was taken from the roguelike releases announced on the Rogue Basin news section between December 16th 2010 and December 12th 2011 and from the list of Actively Developing Roguelikes maintained by Michał Bieliński. From this year, I'll also be including any roguelike which has been discussed on Roguelike Radio and released this year, but otherwise wasn't included in the above list. I've done this to include two notable games (Dungeons of Dredmor and the Binding of Isaac), which would not otherwise have qualified.
Complete Roguelike Tutorial, using python+libtcod. Short introduction Welcome!
Welcome to this tutorial! As you probably guessed, the goal is to have a one-stop-shop for all the info you need on how to build a good Roguelike from scratch. We hope you find it useful! But first, some quick Q&A. Why Python? Most people familiar with this language will tell you it's fun! Python 2 is the most used version, and it's very stable. Why libtcod? If you haven't seen it in action yet, check out the features and some projects where it was used successfully.
The tutorial uses libtcod 1.5.1. Start the tutorial Follow the first link to get started! Part 1: Graphics Start your game right away by setting up the screen, printing the stereotypical @ character and moving it around with the arrow keys. Extras Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modifications and improvements to your game -- some are easy, others are more advanced.
Other languages Credits. Main Page - Procedural Content Generation Wiki. The Roguelike Development Megathread. [size=8]The Roguelike Development Megathread[/size] Please note that this thread is not complete, and anything that any of you want to add to it, please feel free to say so - just IM me with what you want to add, or post it in this thread, and I'll update this post accordingly - with credit, of course.
So, as lovers of Dwarf Fortress, I suspect the roguelike genre is close to many of our hearts. We see those scampering little ASCII characters and we see... something more. We don't play these games because they justify the hundreds if not thousands of dollars we've spent on graphics cards. We play these games because they favour gameplay over graphics, unpredictability over the same-old same-old - but at the end of the day, there's just something about roguelikes, beyond words, that we just find irresistible.