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@Darkhax
Created October 17, 2016 07:17
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1) Don't behead your players
Gameplay should never be unreasonable. For example,
the player should never be killed or damaged by a
single attack. Instant death and other unfair
situations break the immersion of the game.
2) Don't add cyanide!
Unidentified items should never be immediately
fatal. While negative identify outcomes are okay,
something like an instant death discourages players
from experiencing that aspect of the game. The same
goes for items which have curse effects or anything
that would force the game into an unwinnable state.
3) The Item Masquerade
Items should have similarities with other items of
the same type. This makes it harder to identify a
specific item. This rule should not be strictly
adhered to, as observant players should be rewarded
however keeping things confusing prevents the game
from losing playability. One example is making a
potion healing the same color as a potion of fruit
juice. Or rings which look similar and have vague
descriptions. An example of making things aparent
to observant players, would be things like distinct
weight values.
4) Situational Identification Advantage
In some situations, it is beneficial for a player to
identify the usage of an item more than others. For
example, if there is no potion that gives the player
combat disadvanteges, it might be in their best
interest to identify potions during combat. If none
of them do direct damage to the player, it becomes
an advantage to identify them when below max HP.
It is very easy to destroy these advantages however
a good designer is aware of these advantages and the
influence they will have on gameplay. These should be
kept to a minimum, but not completely removed.
5) Item use should matter!
Most rogue likes give items to the player which have
windows of usefulness. For example, the major rogues
have scrolls which can be consumed to apply an enchant
to an item. Although if the player finds better gear,
that scroll is wasted. The longer the player waits
to see if something better shows up, the less use they
get out of the scroll.
6) Useless Items Suck
When an item is fully identified, it should never be
useless. This allows players to be rewarded for their
information gathered, and alos lestens the effect of
players being screwed over by poor item generation.
For example, in Rogue, the potion of blindness can
be useful in fights against medussa. In some games
like Shiren then Wanderer, most bad items can simply
be thrown at enemies lol.
7) Reduce grind pls
There should be some form of constant resource drain
on the player, which discourages grinding. This is
usually done by adding a food bar or similar which
can only be increased by finding food, which is
only found by generating new levels. This prevents
players from just grinding rats and getting lv 20 lol
8) Unwinnable Race
A balance is needed between the dificulty curve, the
skill of the player, and the items they have found.
Players should rely on items and experience to get
them to the end. If they don't depend on items they
will loose interest in the game. The same is true if
the items given are way too powerful and make the game
too easy. This is best acomplished by setting the enemy
curve to be slightly higher than that of the player.
In Rogue, you can't slice through all the mosters, even
with the best weapons. And some enemies require other items
to be defeatable.
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