Month: February 2014

The User Interface

I have put a lot of effort in the user interface for TGGW since I really think that classical roguelikes suffer in this area. Traditionally most of the keyboard is used as a “command set” since roguelikes are generally known to have complex interactions. However, this tradition is now being broken by modern roguelikes. In […]

Design goal: Variation

An important aspect of roguelike game play is variation. If the game implements permadeath, then it is important that each game is different enough from the last. While I enjoy roguelikes a lot, I think that most of the major roguelikes have a problem with variation. One goal of TGGW is to make sure each […]