Live data from Hacker News

How to make roguelike games in Rust

bfnightly.bracketproductions.com

11–20 of 77 posts

Re: How to make roguelike games in Rust

#11
post #3

Are there commercially successful roguelikes that use ascii art only? Dwarf Fortress is the only one I know of and it's getting an official makeover for the Steam release.

I don't know about roguelikes success (Cogmind comes to mind), but I can tell you that ASCII games can be successful if you have a good idea. For example, I spent about 2 months making Rogue Bit just over a year ago: https://roguebit.bigosaur.com/ And it sold over 25000 copies so far.

Just to add on to the "not a roguelike" list (it's an adventure game), Stone Story RPG (https://store.steampowered.com/app/603390/Stone_Story_RPG/).

Re: How to make roguelike games in Rust

#12

Earlier quoted context omitted.

I don't know about roguelikes success (Cogmind comes to mind), but I can tell you that ASCII games can be successful if you have a good idea. For example, I spent about 2 months making Rogue Bit just over a year ago: https://roguebit.bigosaur.com/ And it sold over 25000 copies so far.

Just to add on to the "not a roguelike" list (it's an adventure game), Stone Story RPG ( https://store.steampowered.com/app/603390/Stone_Story_RPG/ ).

That's not really ASCII art. I mean it is, but iirc it's custom shader code in Unity made to look like retro style ASCII art. So it's actually way more difficult to make than a grid of ASCII characters.

Re: How to make roguelike games in Rust

#14
post #12

Earlier quoted context omitted.

Just to add on to the "not a roguelike" list (it's an adventure game), Stone Story RPG ( https://store.steampowered.com/app/603390/Stone_Story_RPG/ ).

That's not really ASCII art. I mean it is, but iirc it's custom shader code in Unity made to look like retro style ASCII art. So it's actually way more difficult to make than a grid of ASCII characters.

Depends if its easier for you to do 3D. I remember when I found thr ThreeJS ascii shader I had a bit of fun with it...

Re: How to make roguelike games in Rust

#15
post #3

Are there commercially successful roguelikes that use ascii art only? Dwarf Fortress is the only one I know of and it's getting an official makeover for the Steam release.

DCSS isn't commercially successful, but I think it has the potential to be if it went that direction. The tiles version is probably most popular though:

https://crawl.develz.org/download.htm

Re: How to make roguelike games in Rust

#20
post #12

Earlier quoted context omitted.

Just to add on to the "not a roguelike" list (it's an adventure game), Stone Story RPG ( https://store.steampowered.com/app/603390/Stone_Story_RPG/ ).

That's not really ASCII art. I mean it is, but iirc it's custom shader code in Unity made to look like retro style ASCII art. So it's actually way more difficult to make than a grid of ASCII characters.

Although I get where you’re coming from, I disagree with the assertion that this makes it “not really ASCII art”. At the end of the day modern terminal emulators use a graphics API at one point to render characters on the screen. You wouldn’t say that iTerm2 isn’t a “real tty” because it has a metal backend (in this case, iTerm2 is also using a custom shader to render ASCII/unicode — more complex than this game of course). Where do we even draw the line? Is ASCII art only legit if it can render natively in a traditional terminal? How about only one without hardware acceleration? POSIX compliant? Further down the rabbit hole we could draw a line in the sand at tty’s with no window manager.

It would still be trivial for the developer to add an “textshot” feature to export a frame to .txt, so I’d still qualify it as fitting the ASCII art aesthetic.

Post reply on HN