Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.
How to make roguelike games in Rust
61–70 of 77 posts
Re: How to make roguelike games in Rust
#62Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.
Not exactly roguelikes, but MUDs [1] are multiplayer games with a roguelike feel, but they are more like the ancestors of MMORPGs, TBH. A telnet program should basically be enough to start playing. There are some "MUD client" programs that enhance the interface (dunno about MAC OS), and some sites offer enhanced web interfaces as well. One of the most popular, Aardwolf [2] is very newbie-friendly. [1] https://en.wiki…
For serious pvp+rp, Carrion Fields.
For non-ROM based RP MUDs, Achaea or the like (although these days you'd likely have to spend real cash there as well).
Re: How to make roguelike games in Rust
#63I said this in a previous comment on a different story, so I'm going to copy-paste the content of that comment with some minor edits: The bfnightly tutorial is a very good tutorial, but I do want to warn that it's not always terribly idiomatic Rust: Herbert was using the writing of the tutorial as a way of practicing Rust, so there are places where the explanations aren't quite correct and other places where the code…
Re: How to make roguelike games in Rust
#64I want to praise the design of this webpage, not only its content. It's clean, fast, readable, it supports themes. I now want a LaTeX to HTML converter to this HTML.
Re: How to make roguelike games in Rust
#65Earlier quoted context omitted.
> > "value" type They mean a nonlinear (or nonaffine) type, as opposed to a affine type - that can only be passed by reference if you don't want to get rid of it yet - which they would presumably call a "reference" (or "by-reference") type. It's a correct explanation, but ambiguous (not misleading, but perhaps confusing) terminology.
Clone doesn't have anything to do with that though. Copy types are passed 'by value' without a move (so are not affine). But a Clone type doesn't change anything except to add the clone() method.
Re: How to make roguelike games in Rust
#66Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.
Replying to myself in case this could be of interest to someone else. After a long debate I convinced my friend to try Torchlight 2. We played for maybe 90 minutes yesterday and so far it seems to be at least ok for both of us. We used Discord voice chat to coordinate. (I think it can scale to up to 4 different cooperative players - of course it is not turn based but from my previous experience with Torchlight first…
As a result, they've never really satisfied my roguelike itch tbh.
Also, if that multiplayer + grind/trade/build characters + sets is the main value you get from Torchlight, then probably consider path of exile, which pretty much optimizes purely on the multiplayer aspects of Diablo 2 (Torchlight lacks some purpose imo; they set out to do a better Diablo 2, but didn't really pick a place to optimize, and didn't do well enough at optimizing everything, and didn't really remove any fundamental flaws)
Re: How to make roguelike games in Rust
#67Earlier quoted context omitted.
Replying to myself in case this could be of interest to someone else. After a long debate I convinced my friend to try Torchlight 2. We played for maybe 90 minutes yesterday and so far it seems to be at least ok for both of us. We used Discord voice chat to coordinate. (I think it can scale to up to 4 different cooperative players - of course it is not turn based but from my previous experience with Torchlight first…
Torchlight, and really all diablo-likes, has the problem of being too simple/easy, with higher difficulties primarily item-gated more than whatever skill/strategy; its long term value comes from multiplayer + grinding/trading qualities of random drops, and less so from well, playing it as-is. As a result, they've never really satisfied my roguelike itch tbh. Also, if that multiplayer + grind/trade/build characters +…
Re: How to make roguelike games in Rust
#68Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.
I always enjoyed https://tomenet.eu/ ! As most roguelikes it takes a little time to get into it, but it's really worth the effort (especially playing together with a friend). It's got a quite small but friendly community and should run under Mac OS (opensource)!
Re: How to make roguelike games in Rust
#69Are 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.
Re: How to make roguelike games in Rust
#70Ask HN: are there any roguelike games that can be played (collaboratively) by two players on remote connection? Mac OS would be a plus because both me and my friend use mostly Apple stuff at home.
Replying to myself in case this could be of interest to someone else. After a long debate I convinced my friend to try Torchlight 2. We played for maybe 90 minutes yesterday and so far it seems to be at least ok for both of us. We used Discord voice chat to coordinate. (I think it can scale to up to 4 different cooperative players - of course it is not turn based but from my previous experience with Torchlight first…