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Drew Messinger-Michaels

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A member registered Dec 21, 2013

Recent community posts

(2 edits)

No Terminal stuff required in Sequoia, FYI!

You just have to:

  1. Change your Security setting "Show Applications From" to "App Store & Known Developers".
  2. Try launching the Ghost Town application you downloaded. (You'll get that deeply insulting pop-up about how Apple is protecting you from, um, software).
  3. Go back to your Security settings (in System Preferences), and scroll to the bottom. You'll see an option to run the ghostly app the OS just blocked.

It should run, and you should just be able to double-click the application in the future.

Is it dumb and hostile? You betcha! But not too time-consuming.

Really glad to hear that you found the post interesting and/or useful--and really excited to see whatever you come up with, whenever you come up with it.

We definitely agree that discovery and complexity are necessary, and that the goal would be simply to avoid the forms that they conventionally take in Berlinier roguelikes. Likewise, I love the idea of randomizing elements other than dungeons and potions (or dungeons and potions by other names, for that matter). Like you say, lots to chew on.

Thanks again for inviting me to talk!

That makes sense to me.

(2 edits)

I did some thinking about how the Berlin Interpretation gets used and misused, and about what a No Berlin roguelike might look like. The full post is here: https://etao.wordpress.com/2016/04/07/no-berlin/

Some basic tl;dr thoughts:

  • You'd have a consistent, non-random map that is entirely revealed from the start, and NPCs, items, etc. stay in roughly the same places each time, as Droqen specified in his original post.
    • BUT certain qualities of the payer-characters, NPCs, items, etc. would be randomized.
    • This would help to eliminate grids, "rooms," and other traditional dungeon stuff.
    • It would also de-emphasize exploration-as-such without eliminating a sense of surprise.
  • Making monsters different from players could mean altogether avoiding monsters in the traditional sense.
    • Since we're trying to avoid hack-and-slash gameplay, maybe we move away from combat.
    • "Monsters" don't even necessarily have to be physical creatures. They could simply be bad things that happen.
    • But there could also be room for literal monsters, of course, because monsters are cool.
  • "Discovery" as such might be the one and only element that really couldn't be eliminated without wrecking what makes roguelikes compelling in the first place.