Showing posts with label roguelikes. Show all posts
Showing posts with label roguelikes. Show all posts

Monday, 10 August 2015

Review: Dungeon Hacks and One Week Dungeons

There’s a subgenre of science writing – books like the Hacker Crackdown and the Newtonian Casino – which I dove into during my early twenties, which told the human stories of the development of the Internet and the communities that grew in and around it. In print form, there would usually be an insert of coloured photos of white, bearded, earnest, awkward looking men – because tragically by the mid 80s computer scientists are almost always white and male - in brown corduroy flairs and tucked in yellow buttoned breast pocket shirts standing around a computer or in a computer lab, alongside the computer hardware itself; reading the same stories on the World Wide Web you’d navigate through man pages, and pre-Geocities website designs to marvel at the crazy lengths early programmers would go to to exploit the hardware and operating systems of the time.

Dungeon Hacks falls into this same subgenre, and while it is a capital-I Important writing about the history of the development of roguelikes, it is never vital. David Craddock tells the stories of the creation of many foundational works of the genre, but he fails to bridge the gap between games over twenty years old - for which he has sourced a broad range of developer interviews and pieced together a highly readable story - and how these weird infinities coax their players to dedicate years, even decades to mastering them.

Mr. Craddock’s research is impressive, and he has taken full advantage of the willingness of roguelike developers to talk about their games to record numerous anecdotes as well as documenting the important relationship between Rogue and the Unix curses terminal. Unfortunately Dungeon Hacks doesn't make the case for why someone outside the roguelike community should care about this history, simply pointing to procedural generation and permadeath as if these explain all the elements which elevated this ghetto genre to indie darlings.

By placing the developers on a pedestal, Dungeon Hacks understates the contributions of the wider community of players and fans who freely give their time and energy towards the games – the communities formed around Hack and the Angband development team being two notable exceptions. To take one example, John Harris, whose words the book concludes with, is labelled as a historian. This misstates John’s importance to the genre: he is a historian insofar as any enthusiastic amateur who spends years writing about a topic as a labour of love is a historian, but he is not a historian in the sense that he has not received any academic recognition or financial compensation for the work he does.

If you are at all interested in the roguelike genre you need to buy Dungeon Hacks for insight into the early days of roguelike development. But sadly, that's the limit of my recommendation: it is not a cross-over work that will explain the genre's deep appeal to the outsider, and I am perhaps unfairly judging it on this criteria.

Where Dungeon Hacks is scholarly and historically focused, its companion volume One Week Dungeons is journalistic (in the literal sense that it forms a week’s diary of eight would be developers) and dramatic. Originally written as a coda to Dungeon Hacks, it has the vitality and relevance that Dungeon Hacks lacks, as it documents the frustrations and successes of these idealistic attempts to write a complete roguelike from scratch in 168 hours. Each developer’s tale is deeply personal, satisfying and thrilling, and the story of Joseph Bradshaw forms its unexpected human heart.

Dungeon Hacks and One Week Dungeon are both available from Press Start Press. I was provided early drafts of both books and complementary copies as a part of this review.
http://www.press-start-press.com/one-week-dungeons.html

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).

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.

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).

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.

Tuesday, 25 October 2011

The first rule of Band club

[9:37:22 AM] Andrew Doull: its probably a good thing i had babies screaming at the time that jeff was talking about his ultimate roguelike
[9:37:53 AM] Andrew Doull: because i didn't want to point out that'd explain the fermi paradox
[9:38:24 AM] darrenjohngrey: Uh... it would?
[9:39:08 AM] Andrew Doull: millions of civilisations not travelling into space because someone writes a game too good to not spend every second playing it :)
[9:39:26 AM] darrenjohngrey: (New RL idea - FermiRogue, where you fight an evil Fermi and his various subatomic particles)
[9:39:59 AM] darrenjohngrey: I don't think RLs will ever achieve that  :P
[9:40:09 AM] Andrew Doull: don't be so sure
[9:40:51 AM] Andrew Doull: now would be about the time to explain i belong to a secret centuries old organisation dedicated to preventing such a thing from happening
[9:40:59 AM] Andrew Doull: but of course, no such organisation exists
[9:41:06 AM] darrenjohngrey: Ah, hence your support for band mechanics!
[9:41:12 AM] Andrew Doull: :)
[9:41:14 AM] darrenjohngrey: Trying to make the whole genre unpopular  ;P

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-
and-key puzzles, collapsing/flooding terrain, hidden items, elaborate
traps, challenges, boss monsters and more. 
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:
Pretty random, and definitely not. The level geography is generated
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.  
He 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:
So the key that you take from the room, assuming you escape, will be
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
For the full explanation, change log and download links, see the Google groups thread.

Wednesday, 21 September 2011

Pinky has shot the food

I wonder if NetPack is a worthy coffee break successor to DoomRL?

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.

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.

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.

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.

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:

I've had extremely limited Internet access (just enough for blogging and SVN commits) until the last few days, so I'm still 11 days behind on my usual RSS feeds. I'll update this post if I see anything else in the mean time.

(Ironically, the lack of access has helped me spend more time developing Unangband).

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...

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.

Friday, 26 November 2010

Two roguelike podcast mentions in as many weeks

Troy Goodfellow from Three Moves Ahead, discusses his comfort game... Dungeon Crawl.

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.

Sunday, 6 June 2010

Roguelike Studios II

Jeff Lait's response to the Roguelike Studios video:

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.