Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
Dead Rising has toilets where you save your progress in case you screw up, dying isn't intentional part of the gameplay.
As time went on, more and more games seeked to imitate this style, mixing in their own ideas. Over time many aspects of the original definition[www.roguebasin.com] became less significant, with the ASCII text graphics being replaced with rudimentary art assets, and permadeath being substituted as an optional game-mode (typically called "Roguelike mode" in newer games).
There is also "roguelite", which is the group of games that the majority of people will be familiar with when they hear the word roguelike. The core differences between the two genres is that roguelites have abandoned the old style of gameplay - specifically the turn-based, grid-based combat, and the RPG aspect - in favor of blending in other genres, along with introducing some permanent progress between runs, usually in the form of unlocking new tools or gear that will appear in your next attempt. It started with the original Spelunky, back in 2008, which combined the replayability and challenge of the procedural generation and permadeath elements of roguelikes with 2D platforming, and later with Rogue Legacy implementing upgrades that could be acquired after death.
It's also important to acknowledge that roguelites are ultimately dungeon crawlers at heart. Many people will simply describe roguelites as having procedural generation and permadeath alone, but that definition is too vague and bleed into other genres, such as survival games like Minecraft (on Hardcore mode) and Don't Starve. Nearly all roguelites follow the same template of having a set of predefined dungeons, with their own specific names, themes, enemy types, music, and so on, that are simply built in a modular form every run to ensure that players cannot simply memorize the maps.
Some examples of roguelikes include:
Some examples of roguelites include:
https://store.steampowered.com/app/1443430/Rogue/ (In case anyone's interested: 'Roguelikes' are like this.
They randomize everything so there's no guarantee that winning, even with perfect play, is even possible.
They give you more upgrades the more you lose (to a point) so they can design the game so that it unavoidably kicks your ass a certain number of times before you can stand a real chance.
They unrecoverably end your run (aka delete your save) on every death, so that you receive maximum punishment for losing when it's not even necessarily your fault (see above).
If you're the kind of player who gets frustrated, they're really not for you, lol.