fandomonymous (
fandomonymous) wrote2015-12-08 08:33 pm
in case this is relevant to my Yuletide writer: initial thoughts on Nethack 3.6.0
A companion of sorts to my last post, in case my Yuletide writer is writing Nethack instad of Steins;Gate. ...I'll probably end up doing a similar post to this but about recent fußball blathering, I guess?
NOT THAT I WAS EVER EXPECTING THIS TO HAPPEN. Because, you know. Nethack vanilla, updating after twelve years. TWELVE!
Also, I guess I should make it clear: optional details are optional, and you don't have to integrate any of this blabbering into your fic. You're writing about things I love, with a world I'm deeply fascinated by - write what speaks to you and I'll love it!
So look, let's be honest here.
I haven't had the time or spoons to go digging through the full changelog, though I've read plenty of it. (
I'm too used to post-Nethack roguelikes to ever be used to Nethack's control scheme, even with the improvements that have been made.
But still. More Nethack. This is huge, for roguelikes as a genre. It feels important. It should be interesting to see what the "true" DevTeam thought was worth bringing through over a decade of genre improvement and what was not. It should be interesting to see how players react to discovering new things and reworking techniques as old ones are broken.
And a question I love asking in video games, especially well loved games with worlds worth building: what is it like "inside" when the literal physics of the world change? How do characters react to it?
NOT THAT I WAS EVER EXPECTING THIS TO HAPPEN. Because, you know. Nethack vanilla, updating after twelve years. TWELVE!
Also, I guess I should make it clear: optional details are optional, and you don't have to integrate any of this blabbering into your fic. You're writing about things I love, with a world I'm deeply fascinated by - write what speaks to you and I'll love it!
So look, let's be honest here.
I haven't had the time or spoons to go digging through the full changelog, though I've read plenty of it. (
I'm too used to post-Nethack roguelikes to ever be used to Nethack's control scheme, even with the improvements that have been made.
But still. More Nethack. This is huge, for roguelikes as a genre. It feels important. It should be interesting to see what the "true" DevTeam thought was worth bringing through over a decade of genre improvement and what was not. It should be interesting to see how players react to discovering new things and reworking techniques as old ones are broken.
And a question I love asking in video games, especially well loved games with worlds worth building: what is it like "inside" when the literal physics of the world change? How do characters react to it?
