- Видео 20
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Roguelike Celebration
Добавлен 17 сен 2016
Videos from the Roguelike Celebration: roguelike.club
Dungeon Crawl: Stone Soup - Nicholas Feinberg
From the Roguelike Celebration: roguelike.club
The eternal war against the Hypothetical Optimal Player: how to avoid players' worst instincts and make a game that's fun to play well. Nicholas Feinberg is an obscure independent game developer (best known for Manufactoria), Nicholas joined the Stone Soup team in early 2014. He's since become one of the most active developers. Likes: elegant, minimalist designs, non-traditional settings, and long walks on the beach.
The eternal war against the Hypothetical Optimal Player: how to avoid players' worst instincts and make a game that's fun to play well. Nicholas Feinberg is an obscure independent game developer (best known for Manufactoria), Nicholas joined the Stone Soup team in early 2014. He's since become one of the most active developers. Likes: elegant, minimalist designs, non-traditional settings, and long walks on the beach.
Просмотров: 8 758
Видео
Roguelike Celebration - Bad News Live
Просмотров 1,1 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club
Get your game done: Experiences through the development of 13 roguelikes - Santiago Zapata
Просмотров 4,7 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club Get your game done: Experiences through the development of 13 roguelikes. Santiago Zapata (also known as Slash) has been messing around with roguelikes for about 15 years. Creator of roguebasin, roguetemple and many not-so-famous roguelikes, he enjoys pushing the boundaries of the roguelike genre to create new gameplay experiences, while keeping th...
Tone and Humor in Dungeonmans - Jim Shepard
Просмотров 3,3 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club Surface-dusting Storytelling: Humor and Fiction in Dungeonmans. Roguelike players enjoy building their own fiction around the adventures of their hero, and this is usually encouraged by the ridiculous specifics and wild build customization available in most RLs. There's a spectrum between a blank canvas world where everything centers on the travels...
Love Letter to Nethack - George Moromisato
Просмотров 4,3 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club George Moromisato will talk about his love for Nethack and how adapting its mechanics to his game, Transcendence, taught him more about game design than any course or book. Along the way he’ll speculate on what makes Nethack (and other Roguelikes) so special, and what makes them so much deeper and engaging than many big budget games. George Moromis...
Markov by Candelight - Jason Grinblat
Просмотров 5 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club Markov text generators are hilarious, poetic, and surprisingly creative. But they haven't found much of a home in games. In this talk, Jason Grinblat teaches you to build your own Markov text generator. He then walks through a design experiment in which he uses Markov text to procedurally generate in-game lore books for his roguelike/RPG, Caves of ...
Practical Low-Effort PCG: Tracery and data-oriented PCG authoring - Kate Compton
Просмотров 7 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club Procedurally generated content is great, but writing so much custom code becomes unwieldy and too many great projects die tangled-up in long chains of if-statements. Tracery, a popular and newbie-friendly generation tool, can keep data for procedural content generation separate from the gameplay code, while still generating neat stuff. The creator ...
Proc gen & gameplay - Brian Walker
Просмотров 11 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club The creator of Brogue will talk about emergent storytelling in roguelikes. How can each play of a procedurally generated game feel distinct and memorable to a veteran player? And how can a single player game reward both skill and creativity? Brian will discuss specific gameplay elements and game design techniques to maximize the number of unique pl...
Angband - Erik Osheim and Robert Au
Просмотров 2,9 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club Alter Reality: Erik Osheim and Robert Au will talk about the evolution of Angband over the last ten years of development. Starting with the unofficial release of 3.0.7s, this will include the creation of a dev team, the successful effort to relicense Angband, and the sometimes controversial efforts to continue to develop and improve Angband. The ta...
Accessibility - Alexei Pepers
Просмотров 2,6 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club This talk examines how features of the roguelike genre relate to accessibility for visually impaired players, using Nethack as a case study. Several changes were made to Nethack to make it more accessible, and the feedback from this case study provides several lessons as to how roguelike games in general can be made more accessible, as well as what...
Rogue panel - Glenn Wichman, Michael Toy & Ken Arnold
Просмотров 3,4 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club The three original creators of Rogue will have a panel discussion about rogue and its history - moderated by David Craddock. They will discuss the game's development and their process as well as its legacy, before opening the floor for questions from the audience.
Dungeon Hacks - David Craddock
Просмотров 1,2 тыс.8 лет назад
From the Roguelike Celebration: roguelike.club To the uninitiated, roguelikes appear simple: text blips denoting monsters and legendary heroes prowl through dungeons hewn from hash signs and periods. Under the hood, these games abound with clever algorithms that ensure no two adventures will ever be the same. Dungeon Hacks author David L. Craddock plumbs depths of 10,000 feet to discuss the his...
Roguelike Celebration - Lightning Talks
Просмотров 6658 лет назад
From the Roguelike Celebration: roguelike.club
Concrete Poems - Nick Montfort
Просмотров 8278 лет назад
From the Roguelike Celebration: roguelike.club Levels of Rogue are virtual spaces, but also typographical grids that relate to a 1st century Latin word square, typewriters from the 19th century, concrete poetry and visual art in the 20th century, and preceding computer games. By considering the history of monospace type, character sets, and the visual arrangement of punctuation and letters, alo...
Servers and NAO - Drew Streib
Просмотров 4348 лет назад
From the Roguelike Celebration: roguelike.club Drew is the owner of nethack.alt.org and the host of nethackwiki.com, and the author go dgamelaunch (the frontend for most public nethack and nethack variant servers these days). He will talk about the role of public servers for roguelikes and will field questions about NAO.
24 Years of ADOM in 24 Minutes - Thomas Biskup
Просмотров 12 тыс.8 лет назад
24 Years of ADOM in 24 Minutes - Thomas Biskup
Dwarf Fortress Design Inspirations - Zach and Tarn Adams
Просмотров 55 тыс.8 лет назад
Dwarf Fortress Design Inspirations - Zach and Tarn Adams
Difficulty in random games - John Harris
Просмотров 1,4 тыс.8 лет назад
Difficulty in random games - John Harris
Mark my words "ASCII Haven"
this was super cool. Was just throwing it on while I worked and ended up downloading rexpaint, so awesome. Thanks!
This talk is fantastic story in itself. 😀
ADOM is fantastic.
Very good talk.
The item based progression system reminds me a lot of the deck building games that are really popular these days, like slay the spire. Very interesting!
I've played Cogmind for a very long time. It's really awesome and just has so much content and possibilities in each run. There are so many different endings too!
My favorite old-school Roguelike. Dive deeply, adventurers!
MAngband and Nethack my man!
@@tfuenke Absolute CLASSICS!
for me character classes kills real diversity of play in games. For example, battle brothers have no hard-coded classes while new xcom series are build on classes - resulting in battle brothers have more diversity in building your roster with different roles and some unique plays for different players. Same as POE having different characters' origins yet same talent-tree (just start at different nodes on it) have much higher diversity in progression and endgame builds than diablo2/3 which. Also lots of rpg-like game (wow/d3/d&d games for example) not only provide unique experience for different classes, but also just cut some gameplay mechanics into chunks and prevent some classes to access them - it really annoys me. So i agree with Brian a lot - let your journey build your character, his strengths, let his (yours) behaviour to determine his class.
Also another super weedsy question - the version of Rogue, prior to Michael going to Berkeley, what features did that *not* have at the time - starvation and armour were mentioned but was there more than that? Was it completable by getting the amulet right from the start, or did that come later? Also was there a time when the dungeons were not random?
On influences - were Michael and Glenn playing D&D, or were they in a campaign prior to or during the development? And would either describe Chronicles of Narnia an influence (or any other book at the time like Lord of the Rings?) And regarding the development machine - was the first distribution of the game on a PDP-11 or a VAX-11?
Very good talk! Not surprising that a very funny game is made by a funny guy
I find the idea of a roguelike on a smart watch extremely entertaining
One thing I love about this is how happy Tarn is while Zach is speaking. They're such good brothers. You can tell they really inspire and look to each other in all of these things. You can see him hanging on every word his brother says and its just great to see.
When did the snakes change to slime? Good idea, added an extra challenge. The Aquators still drive me nuts!
yes, I suspected Minecraft was inspired by Adom - and now it's confirmed!
Here's the very first post Notch made when releasing Minecraft _"The main inspiration for this game is Infiniminer, but it's going to move in a more Dwarf Fortress way, gameplay wise. =)"_ I'd certainly push to consider the Dwarf Fortress reference to extend into the general Roguelike space for inspiration to Minecraft.
24 years... I spent 5 years of my prime period in life to finish the damned game!
Your to crawl fixes suck no food? Dumb. no curses? Boring. you are ruining your game. Instead of creating risks and fun your forcing games to all be the same.
The way Tarn looks at Zach is so entertaining. I've never seen Tarn look so happy as in this.
I could listen to Brian talk about roguelike design forever.
Um....your nebula is circling in the wrong direction! That is unforgiveable!
so the nemesis system wasn't even original how dare WB to patent it now
Got to ask Pender (Brian Walker) a few questions today! Made my night.
How did you contact him?
@@cristiancam5251 i didn't. He just popped into the rougelikes discord one day inbthe brogue section and I got to ask my question.
"We're getting close to 1.0" ;)
This is so cool! What a brilliant collection of designs and ideas!!!!!! Love it! This is awesome!!!!! Good public speech too! ROCK ON SIR!!!! Good Job!!!!!
What game is he talking about at 9:24?
cool to see incursion got in the collage, i didnt know it was popular
For me Caves of Qud is better. But ADOM is still awesome!
Is there a Nobel praise in Gaming Developing category? :) Dwarf Brothers deserve it
This is a great video. This brings to mind even trivial actions in games which can be exploited and thus leave me wondering why it wasn’t done differently. For example, in Mafia 3 you can call a mobile weapon shop to your location and purchase guns or refill ammo. There are a select number of guns that are “free” in game (whether unlocked or because of the [now free] DLC) and when you switch to them you get full ammo for the weapon. It costs money to refill your ammo for these guns, but if you simply switch to another free weapon in that category and then back to the gun you want to keep, you’ve gotten your refill for free. If I were a designer or play tester it feels like it would be the first thing I noticed: why not make ammo refills for free guns be free? It’s trivial in that it only takes a few more button presses, but it is the same type of energy as any of these examples mentioned, where x amount of effort achieves something without real danger or detriment to the player/run.
I wonder where they got the inspiration for their UI layout, cat vomit? The scribblings on the wall of an insane asylum?
well, this is history
Seems to me, dwarf fortress is perfect for a voxel mine craft like 3D version.🐯🐯🐯🐯
You do realize that DF was one of the main inspirations for Minecraft right???
Ed K. Maybe, but holy jesus this is crying for a 3D voxel mode. If they don’t do that, they are incredibly dumb! 🤯
@@hanniffydinn6019 that's just not what DF is about, man. If you really wanna play DF in Minecraft, get some mods.
Time to make a fort of demigods
Talk starts at 2:11
BUG-REPORT: There is something wrong with your site. I can only give Josh's video one thumb. Please fix, thx. :)
Turns out when you don't waste 80% of your time programming the shiny visuals, the systemic ideas get implemented rather quickly. Yes, which is why I'm periodically asking myself the same question - what if the driving force of games weren't graphics, but systems?
It is crazy that so much research and development goes into photorealism when most people aren’t wowed by it after the first hour into a game, no matter how good it looks, and the game’s systems are just as shallow as pretty much every other game.
This still isn't an excuse. In most major releases the graphics and programming are done by entirely different groups of people. You'd be surprised how many 3d artists know very little about computers. The real problem is these devs stop when they get to a minimum viable product instead of seeing an idea through because they're only in it for the sales figures.
the worst thing is games dont even look that good, they're increasing fidelity but theres no design
@@fkknsikk Ok mate? Those groups of people aren't inexchangable. If you want to focus 95% of your team on systems you just hire more programmers instead of artists and as you should know by now, hiring people costs money.
@@AAAAAA-qs1bv I believe his point was there isn't a whole lot of communication to realize an idea of said game, nor are the graphics made in a way to interact with the game mechanics meaningfully.
ngl tarn kinda hot
for as much time i spent playing this game and playing with the code thank you each. :) i've now gotten away from rogue and rogomatic code, but i have posted them to github and via my website: www.anthive.com/project/rogue/ github under github.com/flowerbug check the branches for the latest version. for rogue the latest version compiles and runs just fine on my system (debian testing) - just compiled and ran it yesterday to make sure. the rogomatic version that is the latest i have not had time to check to test out if it compiles or what else i need to change. ok, yes, an easy fix. install gcc-multilib and use the -m32 CFLAG and it runs. :)
I think there's a drawback to this approach in that the player can't roll a new character with a specific playstyle in mind IMO, an experienced player should be able to find the items they want for their character without complete random chance involved.
I don't thing Brogue is that kind of game - it is in fact one of it's many strength. Sure I am always on the lookout for items that constitutes my favourite class (beastmaster), but more often than not I'll have to roll with what the seeds give me. And that's great, my most successful runs have been with builds I weren't prepared for!
Great talk, and TIL about Tracery!
Kiss Rowdy... i knew there is boff!!!
'DragSlay' is making me imagine a game where you play as a drag queen. "Yass girl, slay!"
24 Years to develop a game? Bull$h1t
hey dummy guess what it use to be around in the 1990s as text only game get over youself
what is he talking about? Cat eyelids? The cat is a little "C" on the screen, what is he talking about eyelids and self cleaning
Imagine the cat doesn't actually exist, but you're playing a game that simulates that the cat exists, and that helps with Big Brain Time.
There's a complicated system of body parts, and each body part can get dirty with stuff like blood, so there's also a system where body parts can clean other body parts, so eyelids can clean eyes, and they also allow cats to clean their whole bodies with their mouths, which also happens to cause cats to ingest whatever they clean off themselves. Because feet get dirty with whatever is on the floor, for example spilled drinks, cats were ingesting alcohol off their feet, and due to a numerical bug, cats were ingesting large amounts of alcohol any time they cleaned themselves after walking through an area where dwarfs drank alcohol frequently, and therefore dying of alcohol poisoning.
@@wessmall7957 and where exactly is all this happening? in your imagination lmao. there's just a 'C' for Cat on the screen, nothing about eyelids or cleaning
@@TheFatPunisher It's all happening in the data of the game. The C that represents the cat has many many bytes of data behind it being updated every game tick, and there's an interface to view a text read-out of this data, and then yes, you have to use your imagination to visualize it.
@@wessmall7957 how can i acces this text read out?
I hope GOG gets this game on their site, looks so good.
You can get DRM free version on his website.
I wish this had more views! Such fabulous content!
this channel has so many good videos...I won't lie, it's a little dream to produce a roguelike and attend roguelike celebration.
super fascinating talk. thanks!
My knowledge of stone soup is shitposting on 4chan about considering everything useless clutter and removing all fun by streamlining everything. According to this talk, seems like an accurate description.
Damn! I need to visit the librarian in the Six Day Stilt and read some books!