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Re:How to Make a Roguelike by jedimastert on Wednesday October 31, 2018 @12:46PM (#18347243)
>The art is really what makes or breaks games.

Quite a few rougelikes use strictly ascii art, kind of negating your point

Re:How to Make a Roguelike by johnchristopher on Wednesday October 31, 2018 @12:50PM (#18347294)
And dozens of us are playing them. Dozens !
Re:How to Make a Roguelike by billfruit on Wednesday October 31, 2018 @02:17PM (#18348052)
With even that kind of 'character set art', things have got quite advanced, see Caves of Qud or Cogmind, which have a lot of visual flourishes.
Re:How to Make a Roguelike by mouldysammich on Wednesday October 31, 2018 @12:47PM (#18347257)
Very few of the recent popular ones are if at all
Re:How to Make a Roguelike by hood_syntax on Wednesday October 31, 2018 @01:00PM (#18347383)
The recent popular ones (edit: assuming I am reading correctly which games you refer to) are all pretty much spinoff genres that borrow heavily from traditional roguelikes, but break from the classic design attributes in very important ways. Many of them are excellent games, but I don't think it's being nitpicky to distinguish them. Note I make this objection without wanting to wade into the tedious war over terminology.
Re:How to Make a Roguelike by zrobotics on Wednesday October 31, 2018 @01:39PM (#18347722)
cough dwarf fortress cough
Re:How to Make a Roguelike by 0xffff2 on Wednesday October 31, 2018 @03:45PM (#18348695)
Dwarf Fortress has support for pixel-art tile sets and it's very easy to use them these days. I've played DF for close to a decade and never spent a significant amount of time looking at the base ASCII graphics.