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Slacker00720-Oct-20 7:24
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Rage20-Oct-20 19:57
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GeneralProgramming For the Fun of It Pin
raddevus20-Oct-20 5:01
mvaraddevus20-Oct-20 5:01 
Remember when you were a kid and you just wanted to learn to program some simple games?

Here's a really interesting book I'm dipping into that captures that idea:

Roguelike Development with JavaScript: Build and Publish Roguelike Genre Games with JavaScript and Phaser 1, Andre Alves Garzia, eBook - Amazon.com[^]

It's an APress book and because I'm an unlimited member (download content of all books for the year[^]) I can download it and check it out.

I didn't really know what a roguelike is so I like how nicely the author defines what a Roguelike is (screen shot of old roguelike on IBM PC[^]):
Quote:
High-value factors in roguelikes according to The Berlin Interpretation
Random generation - The world is randomly generated so that each game is unique.
Permadeath - Dying in the game causes it to start over from the beginning.
Turn based - The game reacts after the user input. The player can wait and plan their move without fear that things are happening behind their back.
Grid based - The game is represented in a grid; both the players and all the other game entities (such as enemies) are placed on this grid.
Nonmodal - All the actions that are possible in the game are possible on the same screen. There is no need to switch to different modes of play.
Complexity - The game is complex and flexible enough to allow multiple solutions for the challenges presented during gameplay.
Resource management - In-game resources are limited, and managing them is part of the fun.
Hack‘n’slash - Killing lots of enemies is part of the game.
Exploration and discovery - The game requires the player to explore through different levels and discover mysterious objects and entities and their interplay.

Low-value factors in roguelikes according to The Berlin Interpretation
Single player character - The game is focused on the player controlling a single character throughout the gameplay.
Enemies and players are similar - The mechanisms and features that apply to players also apply to enemies.
Tactical challenge - It is crucial to learn tactics to complete the game. Due to the procedural generation, you can’t simply memorize how to win.
ASCII display - It is customary for roguelikes to use ASCII to build its interface.
Dungeons - Most roguelikes are dungeon based with multiple levels, mazes, and rooms.
Numbers - The values used to represent character characteristics and traits are deliberately shown.

Programming can be fun again. Smile | :)

modified 20-Oct-20 11:14am.

GeneralRe: Programming For the Fun of It Pin
Rage20-Oct-20 5:27
professionalRage20-Oct-20 5:27 
GeneralRe: Programming For the Fun of It Pin
raddevus20-Oct-20 7:54
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GeneralRe: Programming For the Fun of It Pin
Martin ISDN21-Oct-20 7:28
MemberMartin ISDN21-Oct-20 7:28 
GeneralRe: Programming For the Fun of It Pin
W Balboos, GHB20-Oct-20 5:56
mveW Balboos, GHB20-Oct-20 5:56 
GeneralRe: Programming For the Fun of It Pin
raddevus20-Oct-20 7:56
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GeneralRe: Programming For the Fun of It Pin
W Balboos, GHB21-Oct-20 1:57
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GeneralRe: Programming For the Fun of It Pin
raddevus21-Oct-20 3:10
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GeneralRe: Programming For the Fun of It Pin
W Balboos, GHB21-Oct-20 3:39
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GeneralRe: Programming For the Fun of It Pin
raddevus21-Oct-20 4:21
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GeneralRe: Programming For the Fun of It Pin
RickZeeland20-Oct-20 7:25
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GeneralRe: Programming For the Fun of It Pin
raddevus20-Oct-20 7:58
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Rick York20-Oct-20 7:52
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markrlondon20-Oct-20 12:14
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raddevus20-Oct-20 12:39
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Roger Wright20-Oct-20 19:20
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