
Dungeon Hacks
How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games
- 176 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Dungeon Hacks
How NetHack, Angband, and Other Rougelikes Changed the Course of Video Games
About this book
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.
Defying 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.
Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games 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 videogames of todayâand beyond.
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Information
1
The BAM-Like
Exploring Beneath Apple Manor


Environmental Conditions
Youâd enter in moves for your ships, and then overnight, thereâd be a turnover, and youâd get back a map of all the ship movements and figure out what you were going to do for the next move. It was all partial informationâmeaning, the computer knew where all the ships were, but you only knew where your ships were and maybe [you knew the contents of] a square or two around them.
BAM
I set the dimensions, the X and Y coordinates of the far corners [of the level], and just plopped them randomly on the screen. So rooms tended to overlap sometimes or sit right next to each other. I kind of copied Dragon Maze and had the program do a random walk from the upper-left hand corner of a room until it hit open space in another room. Those turns were the corridors connecting each room to the others. I had to write some code to make sure I didnât have a room sitting out by itself someplace.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Books by David L. Craddock
- Table of Contents
- About This Book
- Introduction: Rodney and Friends
- Acknowledgments
- About the Author
- Chapter 1: The BAM-Like: Exploring Beneath Apple Manor
- Chapter 2: Procedural Dungeons of Doom: Building Rogue, Part 1
- Chapter 3: Rodney and the Free Market: Building Rogue, Part 2
- Chapter 4: There and Back Again: Retrieving the Sword of Fargoal
- Chapter 5: When the Inmates Run the Asylum: Hack-ing at Lincoln-Sudbury High School
- Chapter 6: It Takes a Village: Raising NetHack
- Chapter 7: None Shall Pass: Braving the Mines of Moria
- Chapter 8: Neapolitan Roguelike: The Many Flavors of Angband
- Chapter 9: Wish You Were Here!: Questing for Postcards in Ancient Domains of Mystery
- Chapter 10: The Future of Play
- Rogueâs Gallery
- Bonus Round: Reading, Writing, and ProgrammingâAn Interview with Brian Harvey
- Bonus Round: Work and @PlayâAn Interview with John Harris
- Index