Ok, is a Diablo-like a thing I can call it then? It’s just such a specific type of game, the isometric top down view RPG with classes, customizable character leveling, randomly generated levels with area themes, randomized loot, a town hub and inventory etc. I’ve always heard those games called Rogue-likes but I never played Rogue.
Also a roguelike is usually top down/isometric and tile based. Really not a ton of roguelikes these days, which is good as far as I’m concerned because roguelites are better.
Shattered Pixel Dungeon notwithstanding, of course.
Funnily enough, Diablo was originally a rogue-ish game inspired by the likes of NetHack. The engine was even (technically) turn based - there’s a pretty cool anecdotes about how they made it real time over the course of a single weekend with some clever hacks.
I don’t know if it was ever supposed to have permadeath outside of the hardcore difficulty setting though.
Ok, is a Diablo-like a thing I can call it then? It’s just such a specific type of game, the isometric top down view RPG with classes, customizable character leveling, randomly generated levels with area themes, randomized loot, a town hub and inventory etc. I’ve always heard those games called Rogue-likes but I never played Rogue.
It’s an ARPG. Rogue-like has permadeath with random levels. Rogue-lite has permadeath with random levels but persistent unlocks and upgrades.
Also a roguelike is usually top down/isometric and tile based. Really not a ton of roguelikes these days, which is good as far as I’m concerned because roguelites are better.
Shattered Pixel Dungeon notwithstanding, of course.
Funnily enough, Diablo was originally a rogue-ish game inspired by the likes of NetHack. The engine was even (technically) turn based - there’s a pretty cool anecdotes about how they made it real time over the course of a single weekend with some clever hacks.
I don’t know if it was ever supposed to have permadeath outside of the hardcore difficulty setting though.