Monday, 10 August 2015
Review: Dungeon Hacks and One Week Dungeons
Posted by
Andrew Doull
at
14:37
3
comments
Labels: reviews, roguelike, roguelikes
Wednesday, 3 October 2012
Dissonance
Shamus Young and FTL
(I would write more, but I'm sure that regular readers of this blog will be able to add what I'm planning on saying on the comments section either here or there).
Posted by
Andrew Doull
at
12:17
8
comments
Labels: FTL, roguelikes
Friday, 16 December 2011
His year in roguelikes
For those of you undecided about which roguelike to vote for, you may want to see Adam Smith's recommendations over at Rock Paper Shotgun.
Posted by
Andrew Doull
at
07:54
0
comments
Labels: links, roguelikes
Thursday, 17 November 2011
Video Game Awards
The Binding of Isaac has been nominated for the VGA Independent Game for 2011. This isn't the first time a roguelike has picked up a major award, but you should totally go vote for it.
(And a big congratulations to Edmund).
Posted by
Andrew Doull
at
18:09
0
comments
Labels: links, roguelike-likes, roguelikes
Sunday, 30 October 2011
Off to the Fortress
For some light reading, you may want to refer to the recent controversy of Dungeon Crawl Stone Soup removing mountain dwarves from the game.
Posted by
Andrew Doull
at
13:43
5
comments
Labels: dungeon crawl, game design, links, roguelikes
Tuesday, 25 October 2011
The first rule of Band club
Posted by
Andrew Doull
at
10:04
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Labels: roguelike radio, roguelikes
Monday, 24 October 2011
Wednesday, 12 October 2011
Brogue 1.5 released
I seldom mention other roguelikes being released, but I think this one is a little special. We recently discussed Brogue on Roguelike Radio and the first line of the Brogue 1.5 change log caught my eye.
Dungeons now include interactive “quest rooms,” which include lock-I asked Pender the obvious question 'How random are these? Will you get the same lock and key puzzle in the same room every time?'. His response has got me genuinely excited:
and-key puzzles, collapsing/flooding terrain, hidden items, elaborate
traps, challenges, boss monsters and more.
Pretty random, and definitely not. The level geography is generatedHe goes on to describe a nifty flood trap (that you may want to avoid reading to not spoil yourself) which is completely dynamically generated and triggered when you get a key from the centre of the room. And the puzzles can have dependencies on each other:
randomly, and then the quest room function takes over, picks a quest
room type (of which there are currently 17, defined by the data in a
master blueprints table) and scans the level to find discrete areas
that meet certain requirements of that quest room -- e.g. a dead-end
area of certain size range that is dominated by a single chokepoint
cell. Then it adapts that area to serve as that kind of quest room.
So the key that you take from the room, assuming you escape, will beFor the full explanation, change log and download links, see the Google groups thread.
used to unlock a door elsewhere on the level. These locked rooms can
be nested within each other, as can the rooms that guard the keys, and
it is always possible to unlock them all in a single game
Posted by
Andrew Doull
at
15:30
0
comments
Labels: brogue, procedural generation, roguelike radio, roguelikes
Wednesday, 21 September 2011
Pinky has shot the food
I wonder if NetPack is a worthy coffee break successor to DoomRL?
Posted by
Andrew Doull
at
07:09
0
comments
Labels: links, roguelikes
Tuesday, 30 August 2011
Roguelike Radio - Episode 1 (Cardinal Quest)
Is now up at Roguelike Radio.
I've had a blast putting this together with Darren and Scott.
Posted by
Andrew Doull
at
16:59
1 comments
Labels: podcasts, roguelike radio, roguelikes
Thursday, 25 August 2011
100 Escapes
Just coming back to Cardinal Quest for a second, but I forgot to note in my original post that it avoids doing the one thing I really hate about 100 Rogues - it doesn't penalize me from moving away from an adjacent monster.
In 100 Rogues, if I move away from a monster next to me, every adjacent monster gets an attack. It annoys the heck out of me. I'd much rather be able to reposition, even if the monster is merely going to step into the space I was occupying, because it means I can do all sorts of interesting roguelike tactics e.g. flee into a corridor to avoid being surrounded, hack and back against slower monsters, pillar dancing and so on.
Also: Cardinal Quest on Rock Paper Shotgun. The conversation in the comments has got slightly derailed, and it needs some love to get back on track.
Posted by
Andrew Doull
at
07:24
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comments
Labels: cardinal quest, roguelikes
Monday, 22 August 2011
Is user interface design holding roguelikes back?
I've been playing the excellent Cardinal Quest by Ido Yehieli and I can't recommend it strongly enough. You can download the demo from links at his site, read the IndieGames.com article about it and there's a great interview with Ido at True PC Gaming which outlines some of the challenges in designing an indie game.
While Cardinal Quest doesn't necessarily have the depth of some roguelikes - and isn't intended to, it has one outstanding feature, which I also praised Terraria for: amazing user interface design. Here's the first screen you see once you choose which class you'll play (click to see full size):
The user interface entirely describes what you can do in the game. There are keyboard shortcuts for every function you need to do but you don't need to look up help menus: everything is discoverable by mousing over it and a small pop-up reminds you of the key to use, as well as describing the item in the slot.
Not only that, but whenever you pick up an item, it automatically is placed in the correct slot if it is better than what you're already using, replacing any existing item which is converted to gold.
And perhaps best of all, the spell system has separate time outs on each spell, which are displayed by a clock ticking down effect which slowly highlights a slice of the spell icon as the spell recharges.
The user interface is so good, it has seriously forced me to reconsider my priorities in Unangband. I typically find other (non-Angband variant) roguelikes impenetrable because of the subtle but important differences in keyboard shortcuts which means I can't easily shift between games. But I had no problems at all with Cardinal Quest, I could start playing straight away and enjoy the progression of my little avatar (Down to level 8 first time).
With this and the success of Dungeons of Dredmor, I wonder how much the lack of attention to user interface typical of hobbyist and indie programmers has been holding roguelikes back. It's not just that of course: the verb-object model of using items - which has important properties for emergence - and the large number of items in a typical roguelike are also important, but most of those could be overcome by a smart redesign. I'm thinking about going through this process myself.
Posted by
Andrew Doull
at
19:26
10
comments
Labels: cardinal quest, game design, roguelikes, user interface
Oh no, not again
I mentioned previously a podcast I listen to, One Life Left, was on the cusp of reviewing Angband, but failed to do so, after YANR (Yet another Nethack review). It looks like Gweek, Boing Boing's gaming podcast was similarly in a position considering reviewing Dungeon Crawl: Stone Soup on their Dwarf Fortress episode [1] but again didn't. I guess as far as mainstream media is concerned, there's Dwarf Fortress, Nethack and ZAngband... [2]
Anyone want to start Roguelike Radio with me, a podcast dedicated to roguelikes?
[1] If you know anything about Dwarf Fortress, it's probably only worth a glance. They didn't ask the one question I wanted to hear which is how do you persuade the editors of the New York Times magazine to publish such a crazy thing.
[2] That is of course a gross generalisation. There's now also 100 Rogues and Dungeons of Dredmor.
Posted by
Andrew Doull
at
17:32
9
comments
Labels: links, roguelikes
Saturday, 30 July 2011
Dwarf Fortress in NY Times Magazine
I don't want to steal any thunder from Darren Grey's Roguelike Roundup for July, but there's been quite a bit of roguelike related news this month worth celebrating:
- Dwarf Fortress featured in NY Times Magazine
- Dungeons of Dredmor gets to #1 on Steam
- Match & Magic will be featured shortly on Bill Harris' Dubious Quality, a roguelike match 3 game written by the mysterious J.L. (Jeff Laflam)
- One of the developers of Super Meat Boy has made an announcement about his next project, a roguelike/shooter, The Binding of Isaac, which will also be released on Steam (Are roguelike shooters a new trend? Realm of the Mad God being the other example)
- The original developer of Egoboo is asking for funding via Kickstarter for his latest project, a Minecraft-like called Lords of Uberdark
(Ironically, the lack of access has helped me spend more time developing Unangband).
Posted by
Andrew Doull
at
15:33
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comments
Labels: dwarf fortress, links, minecraftlikes, roguelikes
Thursday, 28 July 2011
Anyone listening?
You'd never guess even if you extensively followed the gaming press (and I include here independent gaming blogs), that more than 10 new roguelikes were being created each month...
Posted by
Andrew Doull
at
17:55
7
comments
Labels: links, roguelikes
Monday, 20 June 2011
Tinyhack
I proposed an 8 pixel roguelike design (original competition suggestion) following Darius Kazemi's request for a game that would support the hardware he bought back in 2009.
Rob Beschizza has been inspired by a favicon based RPG to implement another 8 pixel roguelike, Tiny Hack, and it's even more fun than I expected.
Posted by
Andrew Doull
at
15:53
0
comments
Labels: 8prl, roguelikes
Friday, 26 November 2010
Two roguelike podcast mentions in as many weeks
Troy Goodfellow from Three Moves Ahead, discusses his comfort game... Dungeon Crawl.
Posted by
Andrew Doull
at
16:33
2
comments
Labels: dungeon crawl, links, roguelikes
Friday, 11 June 2010
Respect
I've just finished listening to a detailed discussion on the Another Castle podcast about Shiren the Wanderer (with the always excellent Anna Anthropy aka auntie pixelante; who'd be on my top 5 game designers worth reading along with David Sirlin, Clint Hocking, the sadly no longer writing Ted Vessenes and only infrequently blogging Soren Johnson) and I was reminded, again, about the incredible amount of respect people have for the roguelike genre.
It feels like everytime a roguelike peeks above the parapets into more mainstream gaming circles, the comment threads are filled with people relating their positive experiences of Nethack, Zangband, Shiren or some other great example of the genre. And game designers especially seem to love roguelikes, for ways they push game design in directions few others seem willing to explore.
Sure, there is the odd person who dismisses the clunky graphics or user interface problems, but they are in the minority.
I hope as a roguelike developer I'm producing something worthy of that level of respect.
Posted by
Andrew Doull
at
19:24
0
comments
Labels: links, roguelikes
Sunday, 6 June 2010
Roguelike Studios II
Jeff Lait's response to the Roguelike Studios video:
Posted by
Andrew Doull
at
12:21
0
comments
Labels: links, roguelikes
Monday, 4 January 2010
Indie developer Derek Yu is DOOOMED!!!!!!!!
And as a result has designed a tile set that will be used in an upcoming release of DoomRL.
You may also like the Doom fan art currently on his blog.
Posted by
Andrew Doull
at
19:11
2
comments
Labels: doomrl, links, roguelikes