The "roguelike" genre described in this book (for me, nethack, angband, and especially ADOM) are some of my favorite video games - I first discovered them in the early 1990s on shared UNIX systems and have played off and on over the years. Also, I'll say that although roguelike fans will get the most out of this book, neophytes should enjoy it, too.more The end result is a collection of stories that are meant to be read in chronological order, but can be cherry-picked if, say, readers are more interested in Moria than they are NetHack. My interest in writing about them stemmed from interviews I did for STAY AWHILE AND LISTEN, wherein I explore the making of Diablo, which was influenced by roguelike games.Īs is usually my approach when writing about game development, I wrote about the games covered in DUNGEON HACKS through the lens of the era in which they were made: the shared interests and factors that influenced their creators, and how the technology they used informed their designs. (I'm counting it toward books read in 2016 because I spent this past weekend reading through and revising it.)ĭUNGEON HACKS chronicles the making of seminal roguelikes-RPGs with procedurally generated levels, monsters, and treasure. Instead, I'll talk a bit about the process of writing it. My interest in writing about them stemmed from interviews I did for STAY AWHILE AND LISTEN, wherein I explore the making of Diablo, wh I wrote this book, so I won't cheat by leaving a star-rating or critique. (I'm counting it toward books read in 2016 because I spent this past weekend reading through and revising it.) DUNGEON HACKS chronicles the making of seminal roguelikes-RPGs with procedurally generated levels, monsters, and treasure. I wrote this book, so I won't cheat by leaving a star-rating or critique. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today-and beyond.more Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.ĭefying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.ĭespite their visual simplicity, roguelike games captivate thousands of players around the world. Defying authority, hackers seized control of monolithic mainframes to create a new breed of compute In 1980, computers were instruments of science and mathematics, military secrets and academia. ![]() Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. In 1980, computers were instruments of science and mathematics, military secrets and academia.
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