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Modeling Motion on a Dungeon Grid
| Content Provider | Scilit |
|---|---|
| Author | Harris, John |
| Copyright Year | 2020 |
| Description | One of the most distinctive aspects of a roguelike game is time-equivalency of actions. Moving a step, picking up an item, dropping an item, hitting an opponent, drinking a potion, reading a scroll, wielding a weapon, putting on or removing armor or a ring, and zapping with a wand: all of these things take the same amount of time, that is to say, one turn. A real person rummaging through his pack for a particular item will probably spend more time unslinging it, setting it down, opening the flap and getting out the needed item than it would take him to walk across one space's worth of dungeon floor. Player-centered is the simplest and oldest system. Rogue used it, the Mystery Dungeon games and Izuna use it, and some other popular roguelikes used it early in their history. Book Name: Exploring Roguelike Games |
| Related Links | https://content.taylorfrancis.com/books/download?dac=C2019-0-11989-5&isbn=9781003053576&doi=10.1201/9781003053576-74&format=pdf |
| Ending Page | 460 |
| Page Count | 4 |
| Starting Page | 457 |
| DOI | 10.1201/9781003053576-74 |
| Language | English |
| Publisher | Informa UK Limited |
| Publisher Date | 2020-07-22 |
| Access Restriction | Open |
| Subject Keyword | Book Name: Exploring Roguelike Games Visual and Performing Arts Modeling Scroll Game Mystery Picking Zapping Pack Dungeon Roguelike Izuna |
| Content Type | Text |
| Resource Type | Chapter |