![]() Note that this is about geometry, not about graphics (you can have a 3D geometry with 2D graphics and vice versa).Įxamples: Dwarf Fortress, Vapors of Insanity, EmoSquid, City of the Damned X-Com is a known non-roguelike using this (see also the main article Third_dimension_in_an_ASCII-based_roguelike. You can interact with objects not only on the same level as you, but also ones above and below you. However, there is no spatial relation between separate levels, they could be replaced with portals or tunnels and the game would be exactly the same.Īnother solution is to have a true three-dimensional map. It is common for roguelikes to be a set of two-dimensional levels connected by stairs. This makes the game feel like a platformer somewhat.Įxamples: Earl Spork, Fuel, Spelunky, WazHack, Red Rogue Full 3D An alternative interpretation is that lower cells are in fact below higher cells, and objects in the game are affected by gravity. ![]() In most roguelikes, everything on the map is supposed to be on the same level. ![]() ![]() This typically makes games less tactical, and it is natural to use real time (although there are games on a continuous map which are somewhat turn-based, like Smooth Rogue and WazHack).Įxamples: Spelunky, Triangle Wizard, Diablo II, Smooth Rogue, WazHack Gravity Objects can be at placed any point in the dungeon. See the main article Hexagonal Tiles for other hints about display and implementation.Īlthough most roguelikes use a discrete map made of cells, there are some where this is not in case. Hydra Slayer.Įxamples: Laser Spigot, a mode in Hydra Slayer, add-on in ToME4 Since characters' height is greater than width, it is quite easy to learn that each cell is connected to four other cells at its diagonals, and to the non-empty cells 2 characters to the left and to the right from it. The best way seems to be to use (B) and a font with tall characters (most fonts have this property) and use a checkerboard pattern, alternating spaces and map symbols. You can also use the numpad without two keys (left/right for A, up/down for B).ĭisplay: It is harder to display hex roguelikes on a ASCII terminal. In (B), you can use weazdx or uybngj (these sets of keys are arranged in the correct shape). Keyboard: In (A), you can simulate the 6 directions on a keyboard quite intuitively with e.g. In some games, the hexes have two horizontal edges (A), and in other games, they have two vertical edges (B). PC and monsters can move in 6 directions. Here, cells are arranged like in a honeycomb. Some games do not allow to skip turns, and this makes this feature very important ( Zaga-33, MicRogue, and to a lesser extent Fuel).Įxamples: POWDER, Cardinal Quest, Dungeons of Dredmor, Zaga-33 Hexagonal tiles An interesting feature of four-directional movement is that, if you want to attack the monster first, you will have to skip a turn, while in other geometries it is possible to make moves which switch the parity. Here, you are not allowed to move diagonally, only horizontally or vertically. Many people who are not used to roguelikes also often struggle to understand that they can move diagonally, as most games outside the genre have only 4-way movement.Įxamples: Rogue, ADOM, NetHack, Moria, Dungeon Crawl Four-directional movement ![]() It is also possible to buy numpads to play roguelikes with them. There is no really good solution to this problem one solution is to use Shift and Ctrl keys together with left/right arrows (this method was probably invented in Infra Arcana, and is also made available to other roguelikes by NotEye). Laptops do not have a numpad (which would be convenient), and the classical "hjklyubn" layout is not intuitive nor ergonomic. One problem with eight-directional movement is that many people use laptops nowadays, and it is hard to use on a laptop keyboard. Since it is the classic one, other geometries in this article are compared to it. Characters and monsters can move horizontally, vertically, or diagonally. Most classic roguelikes use this geometry. ![]()
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