Monday, April 27, 2015

Episode 99: 7DRLs 2015

This is episode 99 of Roguelike Radio, where we have a look at some of the highlights from the Seven Day Roguelike Challenge 2015. Talking this episode are Darren Grey, Paul Jeffries and Alan Charlesworth. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.





Roguelike News:

Topics discussed this episode:
  • 128 successful 7DRLs, woohoo!
  • Reviews of all the 7DRLs
  • Trials and terrors during the week, and the ultimate redemption of success.
  • New trends this year:- Lots of 1HP RLs and games with very stripped down controls. No mobile games. Many games with an old-school / arcade-y aesthetic, and more graphical games in general. More use of Unity, partly thanks to the new Unity roguelike tutorial. More in-browser games.
  • General praise for the high quality of completed games this year, with lots of stand-outs and few that are terrible or hard to get running.
Games discussed:
  • Hellion - 3D, turn-based, grid-based Star Fox-esque game (and yes, it's as cool as it sounds)
  • Void Sanctum - story/atmosphere focused roguelike
  • FireTail - hex-based roguelike with a lot of originality and tactical depth
  • Second Stepper - semi real-time arcade game where you control two characters at once
  • ducksoup dungeon - cute Gameboy-style roguelike platformer
  • Into the Darkness - brain-teaser-y roguelike where battle is manipulated using a deck of cards
  • RoyaLe - arena roguelike with gritty and intense battles
  • Phage - hex-based possession-themed roguelike
  • DUMUZID - tricky positioning-focused roguelike where you change shape as you absorb enemies
  • Heart of Morning - traditional style of roguelike, but you start with awesome gear that gets degraded over time
  • Seven Day Band - lets you decide mid-game how you want the different game elements and behaviours to be
  • Rogue Space Marine - very detailed and balanced roguelike with ability cooldowns and fun shot-dodging
  • Synthesizer - fight enemies in a giant synthesiser, coordinating your attacks to the beat
  • RUNNER_PUNCHER - dash to pick up items and kill (or avoid) enemies
  • MineClimeR(L) - turn-based Terraria with interesting climbing mechanics and resource use
  • Quaff - brew potions to power up your pet pig as you hunt for truffles
  • Rollgue - throw dice at dice
  • A Rogue Harvest - farming simulator with roguelike combat
  • Huge - a small hero vs a giant boss
  • Sneak - stealth game with vision cones
  • Combat Chess - arena-based tactics game with chess-like moves
  • Fall girl - roguelite where time gets slower as you progress
  • Edwin's 7DRL - possession-based roguelike with multi-tile movement
  • Heavy Axe - fight foes with an unwieldy giant axe

Join us next time for our 100th episode spectacular, where we talk about YASDs! Submit your YASD to get featured on the show.

Thursday, March 5, 2015

Episode 98: What Players Want from 7DRLs

This is episode 98 of Roguelike Radio, where we have a look at what players want from 7DRLs. Talking this episode are Darren Grey, Kawaii Dragoness, Alan Charlesworth and CrazedNaly. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.





Roguelike News:

Topics discussed this episode:

Join us next time for discussion of the 2015 Seven Day Roguelike Challenge!

Monday, March 2, 2015

Episode 97: Getting More Roguelikes on Steam

This is episode 97 of Roguelike Radio, where we talk about a new quest to get more traditional roguelikes onto Steam! Talking this episode are Darren Grey, Nicolas Casalini (aka DarkGod), Mario Donick, Brian Bucklew, Jason Grinblat and Patrick Casey. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.





Roguelike News:



Topics discussed this episode:

Join us next time for a build-up to the 2015 Seven Day Roguelike Challenge!

Wednesday, January 28, 2015

Episode 96: Ultima Ratio Regum

This is episode 96 of Roguelike Radio, where we interview Mark Johnson about Ultima Ratio Regum. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.





Topics discussed:
  • The grand vision for Ultima Ratio Regum
  • Procedural world generation on many scales, with many interlocking systems
  • Mark's history and the journey his game has taken during its development
  • Environmental storytelling and procedural narrative
  • Interacting with a vast world of immense detail, and the interface challenges that come with that
  • Plans for more interactive content in 2015
  • Mark's academic interests, his paper on the semiotics of roguelikes and his plan to move into game studies
  • Roguelikes as mastery games, easing players in vs interesting challenge, and secrets vs Nethack-y silly spoilers
  • Massive roguelikes in the past - the good, the bad and the ugly. Why does Mark thing he'll buck the negative trend? Why are people so drawn to these supermassive roguelikes?
  • The new focus of URR and how restricted scope can lead to better games
  • The future... Burn the tablets!!
  • Read Mark's blog, follow him on Twitter, download URR and donate to support!

Join us next time for exciting new procedurally generated dialogue!

Friday, January 16, 2015

Episode 95: End of 2014

This is episode 95 of Roguelike Radio, where we talk about the end of 2014 and look ahead to the new year. Talking this episode are Darren Grey, DarkGod and Jim Shepard. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.




Topics discussed:

Join us soon for an interview with Ultima Ratio Regum developer, Mark Johnson.

Sunday, October 26, 2014

Episode 94: ProcJam

This is episode 94 of Roguelike Radio, where we talk about the upcoming ProcJam. Talking on the ep are the organiser and keynote speakers from the jam: Michael Cook, Tanya Short, Mark Johnson, Tom Coxon, Gillian Smith and Darren Grey. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.




Topics discussed:
  • The upcoming Procedural Generation Jam running 8-16 November, same time as we're having a 7DRL week and there's a 7DFPS jam. Follow @ProcJam on Twitter, get details from the ProcJam site, Tumblr page (full of cool resources), and info + tickets for the London opening event with cool talks (will also be livestreamed). Join in and make a game or tool!
  • Michael Cook (creator of the game designed AI, ANGELINA, and Google-mining 7DRL A Rogue's Dream) explains his motivations for creating the jam and the day of talks.
  • Apologies from Fernando Ramallo (creator of upcoming Panoramical) and Hazel McKendrick (of No Man's Sky) who will also be talking at the event.
  • Awesome recorded talks from Experimental AI In Games conference, including from Michael and Gillian.
  • Mark Johnson, creator of Ultima Ratio Regum, will be talking on scale in PCG and working on procedural systems for his game in the jam. Check his blog posts!
  • Tanya Short, developer of Shattered Planet and Moon Hunters, will be talking about meaning in procedural content (and cooking). Read up on her game design posts on Gamasutra.
  • Tom Coxon, developer of Lenna's Inception, might be talking about cognitive flow in generated content. Check out his great design blog posts for his game, and some similar content in Tom Ford's IRDC talk on graph-based generation.
  • Gillian Smith, Assistant Professor of Game Design at Northeastern University and developer Endless Web, which integrates procedural generation with game mechanics. She may be talking about the history of procedural content generation.
  • Darren will be talking on reactive procedural generation, based on player interaction and encouraging new player-instigated gameplay.
  • A discussion of what attracted everyone to procedural generation.
  • What will procedural generators make that no human would ever make?
  • Learning a generator as an author.
  • Many tortured analogies and metaphors for procedural generation.
  • Opening procgen up to new audiences and creators, and encouraging artists, musicians and coders to work together.
  • Join in the jam! If you've not made a roguelike before then grab the python+libtcod tutorial and get started with ease.

Join us next week for something new and roguey! Suggestions welcome...

Sunday, October 19, 2014

Episode 93: 868-HACK

This is episode 93 of Roguelike Radio, where Andrew Doull and Robert Parker talk about Michael Brough's 868-HACK. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.




Apologies from Andrew due to the audio quality on his side as his usual set up glitched at the last minute. Hopefully most of the volume issues are fixed in post production.

Topics discussed:
  • Games discussed include 86856527, 868-HACK, Hoplite, Amber Halls, Desert Golf (with apologies to anyone who doesn't own an iOS device)
  • 868-HACK spoilers. Seriously. Skip these if you don't want to spoil yourself.
  • Listen as Andrew miscounts and misstates most of the above and goes on to misattribute the deeds of the family Lantz
  • Jeff Lantz's analysis of Streak Scoring in 868-HACK
  • Helix was released just to make us appear more out of touch than we usually are, and it is awesome
  • Something something *cough* PC release something something
  • Games are art. Drink!
Join us next week for some hype about the upcoming ProcJam!