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== Remembering (Knowledge / Recall) π§ == Foundational elements and vocabulary in roguelike design. === Core terminology & definitions === * '''[https://wikipedia.org/wiki/Roguelike Roguelike]''' β Game style inspired by the 1980 game ''Rogue'', emphasizing procedural levels and permadeath. * '''[https://wikipedia.org/wiki/Procedural_generation Procedural generation]''' β Algorithmic creation of game content such as maps, items, and encounters. * '''Permadeath''' β Permanent loss of the player character upon defeat. * '''[https://wikipedia.org/wiki/Dungeon_crawl Dungeon crawl]''' β Exploration-focused structure often used in roguelikes. === Key components / actors / elements === * '''Player character''' β Entity controlled by the player, typically with RPG stats. * '''Dungeon levels''' β Randomized floors populated by enemies, items, and traps. * '''Monsters & NPCs''' β Hostile or neutral AI-driven entities. * '''Items & equipment''' β Weapons, potions, scrolls, and artifacts. === Canonical models, tools, or artifacts === * '''[https://wikipedia.org/wiki/Rogue_(video_game) Rogue]''' β Foundational title of the genre. * '''[https://wikipedia.org/wiki/NetHack NetHack]''' β Influential classic with complex interactions. * '''[https://wikipedia.org/wiki/ADOM Ancient Domains of Mystery (ADOM)]''' β Story-heavy traditional roguelike. * '''[https://wikipedia.org/wiki/Brogue_(video_game) Brogue]''' β Modern minimalist roguelike with ASCII presentation. === Typical recall-level facts === * Common traits: turn-based, tile/grid movement, randomness, permadeath. * ASCII graphics historically common, though modern variants vary. * Influenced many hybrids such as roguelites and roguelike deckbuilders. ----
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