Roguelikes and their appearance... in Design Philosophy
|
|
People seem to have different opinions on what truly defines a roguelike. I think that ASCII-based graphics are one of the most defining features, seconded by the sheer randomness of the game. I'm here to discuss the former. :P
As many of us already know, BYOND's textmode can display both foreground symbols (letters) and pure background colours. Obviously foreground symbols are more rogue-ish, but the unique background colours that BYOND supports are a very nice features that I'm not sure I want to give up.
While the foreground symbols stay true to their Rogue heritage, the background colours can really flesh out the environment around you. For comparison, look at Volte's demo of background colours compared to mine of foreground symbols.
What I'm trying to do is determine what the best path would be for an ambitious roguelike being developed within the constraints of text-mode. I look forward to hearing your opinions on the matter. :)
|
It really depends on what you want.
Personally, I enjoy the use of using the font background color, because it provides a certain texture to land when you randomize the tent of the color.
Of course, there is always the option of using foreground AND background. Try using a background color a little lighter of a color than the foreground color, and see what you come up with.
But like I said before, it really depends on what you want. Classically, I believe the foreground use is used a lot more than background. So it's your choice; Go with the classical version, or spice it up a bit, and modernize it?
~>Volte