Towards a Better Roguelike: How to Tell a Story

The vast majority of roguelikes don’t have any sort of plot at all. Or, at least, only the most basic bare bones of one. More of a framing story, something to explain what’s going on on only the most surface level. Going all the way back to the original Rogue, where you are simply trying to retrieve the Amulet of Yendor. Often, they run along those lines, get to the end of this dungeon and either retrieve this artifact or kill this evil wizard or whatever.

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Continue reading “Towards a Better Roguelike: How to Tell a Story”

Towards a Better Roguelike: Breaking Down the JRPG

I said in my first post that I wanted to make a roguelike JRPG. But what does that even mean, exactly? What are the fundamental features that make a game a JRPG? How could those best be translated into the traditional roguelike framework? What do they bring to the table in terms of clarity and flexibility?

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Good questions, all. Let’s get into it! Continue reading “Towards a Better Roguelike: Breaking Down the JRPG”