(8)
Sun Aug 14 2005 08:20 Unicode Roguelikes:
More interesting (in fact, insanely addictive) as a game is chessrogue, in which the monsters move (and, if you have a Unicode terminal, look) like chess pieces. It actually feels a lot more like those "escape the robots" games than a Roguelike. Anyway, in chessrogue you have the Mega-Man like ability to acquire the powers of the pieces you capture. Unfortunately this is nothing beside your amazing power to screw up and get eaten by a pawn just when everything was going so well. There are no hit points or combat, no "The pawn hits!". You just get captured, like in chess, and the game is over.
When will Unicode start showing up in more Roguelikes? Some might say that the plethora of Unicode characters would make games hard to navigate, but I say bah. Lots of people play Roguelikes with little 16x16 bitmaps instead of ASCII characters. Now, there are 256^256 possible 256-color 16x16 bitmaps, a number so large that NYCB style guide forbids it from being spelled out here, but there are only 95,156 graphical Unicode characters. So it should actually be much easier to play a Roguelike with Unicode characters than with bitmaps.
After all this Unicode mania I started thinking about Unicode art. Surely this medium would be the annointed, universally accessible successor to ASCII art. But the Unicode art gallery has only three things in it, none of them very impressive. Is it the very limitations of the ASCII form that keep its practitioners penned within its 95 printable characters? Will the same prove true for Roguelikes?
Posted by Pyrop at Sun Aug 14 2005 12:57
Posted by nutella at Sun Aug 14 2005 17:58
Posted by Mark Hughes at Tue Aug 16 2005 15:48
Posted by Leonard at Tue Aug 16 2005 15:56
Posted by Tim May at Wed Aug 17 2005 05:57
Posted by Leonard at Wed Aug 17 2005 10:11
Posted by Nick Moffitt at Sat Aug 20 2005 23:47
Posted by Leonard at Sat Aug 20 2005 23:51