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How rigid is the roguelike genre?

Discussion in 'Offtopic Discussions' started by LWFlouisa, May 14, 2018.

  1. LWFlouisa

    LWFlouisa Newbie

    Joined:
    May 6, 2018
    Messages:
    14
    It seems like in game design, cross-genre is more the norm than it is in fiction.

    I dabbled in some roguelike development during the 7DRL section, though the second time the map flowed a little weirdly, and I use numbers based terminal GUIs for certain functions instead of what one might more typical expect out of rogue-like games.

    I like more roguelike functions, and less doing a true roguelike. Specifically precedural dungeons, and perma death.

    But I like the graphical quality that comes with Turn based tactical RPGs like FF tactics. (Battle specific, and normal town navigation isn't turn based.) Though I find tiles a little strict, and prefer the Cluster based turn based tactical system in Arc The Lad: Twilight Of The Spirits.

    Cluster based, for lack of a better term.

    Not getting why this is off topic from finding a game design team.
     
  2. Wally

    Wally TrashyMG's worst nightmare Staff Member

    Joined:
    Jan 31, 2006
    Messages:
    2,820
    Location:
    Melbourne, Australia
    You don't mention that you're looking for a game design team anywhere and is read like a story.... Besides that's still off-topic as the section is for active development only.
     

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