Hell, about the only other of the classics that got such a thing is ADOM spawning Elona long after the fact.and even that's a cat of a different stripe altogether. I do find it curious that the Mystery Dungeon series ended up being the longest running, and most successful, project that was very much a distillation and style-injection of Nethack more than any other of the classics of the time by Chunsoft. Quite a comprehensive episode-the only other things that come to mind that could've fit well into the mix would be the progeny of sorts that Nethack ended up with, Diggr(perhaps Incavead as well) and PRIME.each taking a different feel on the heritage, each very overt about it, and each yet to really break out. In this case, 'w' is unwield because the whip is already wielded, and describe is '/' because it's the default key to describe things in the game. The same menu in DynaHack is a little more compact:Īn uncursed +2 bullwhip (weapon in hand) What nobody mentioned is that almost every variant has had this feature for years! For example, selecting a whip from the inventory brings up a menu like this in UnNetHack: In the podcast itself, you said you wished NetHack could let you pick an item and bring up a menu of actions you could perform with it. I haven't seen any demand for it to be featured in any other variant. Join us next time on Roguelike Radio for potentially an end of the year show!ĭarren: Slash'EM has a menu of commands that can be brought up by pressing escape, like the one that comes up by pressing enter in modern Angband. The future of Nethack.? Why do people keep playing? Is it now an unchanging piece of history? Project management, leadership and design goals in a large game's development The role of the alt.org server in keeping the community alive The dated interface (almost unchanged in 20 years!) Will there ever be a good mobile version? The toy/sandbox nature of Nethack, such that you can mess around in it a lot, giving the game extreme longevity Many devs are disparaging of Nethack yet players are still playing it in droves to this day. The disconnect between what developers hate yet players don't mind or actively embrace. Nethack discussed as "the roguelike", both inside and outside the genre, such as in the That Was History's History of Rogue The difficulty in removing features from games and the reactionary nature of communities Nethack's basis on D&D, including its many polearms ( Gary Gygax loved them) Grind, and the onus on the designer to remove beneficial grind instead of leaving players to choose So many variants, with specific talk on Slash'Em, Nethack 4.0, UnNethack, SporkHack, and the interface-tweaked server version Who are the devteam? Will there ever be a new version? What makes a game Nethacky? Interactions with everything (especially items), special cases, spoilers / learning the details, shop you can steal from. The influence on Nethack on all of roguelikedom, and the old hack/band split What made the game so popular? How did it become so ubiquitous?
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