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Roguelike (Game Design)
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== Analyzing (Break Down / Analysis) π¬ == Structural dependencies, comparisons, and pitfalls. === Comparative analysis === * '''Traditional roguelikes''' β Turn-based, permadeath, grid-based movement. * '''Roguelites''' β Action-forward, meta-progression systems. * '''Dungeon generators''' β BSP vs. cellular automata vs. handcrafted templates. * Works best for high replayability; less suited for authored narrative arcs. === Structural insights === * Core loop: explore β encounter β loot β risk assessment β progression. * Interactions among systems: inventory, combat, AI, environment hazards. * Difficulty emerges from scarcity and randomness rather than scripted escalation. === Failure modes & root causes === * Unfair generation (dead-end starts, impossible encounters). * Excessive randomness reducing strategic agency. * Overcomplexity producing unclear feedback to players. === Troubleshooting & observability === * Run simulations to test dungeon fairness distributions. * Track statistics: survival time, loot curve, encounter density. * Analyze visibility of cause-effect (e.g., why did the player die?). ----
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