Saturday, May 12, 2012

Episode 34: Red Rogue, with creator Aaron Steed

Welcome to Roguelike Radio episode 34, where we discuss the platformer roguelike Red Rogue. Talking this episode are Darren Grey, Andrew Doull, Ido Yehieli, John Harris, Keith Burgun, and Aaron Steed, the creator of Red Rogue. 

You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.




Topics discussed this week include:
- Aaron's experience as a professional developer, and the motivation to do something different in his spare time
- Indie vs Hobbyist vs Professional development - are roguelikes indie games?
- Artistic style and feel to the game, and artistic messages in the gameplay
- Unsolvable content in procedural design
- Specific challenges in procedural platformer design, including mentions of Spelunky, Fuel, Terraria and Earl Spork
- Junk in games
- The minion in Red Rogue and good companion AI
- Real time vs turn based mechanics


Join us next time for a look at what some may say is the most successful roguelike of all time - Diablo (controversy ahoy!)

18 comments:

  1. I have not yet listened, but the introduction above suggests that Keith Burgun is also one of the "creators", which is AFAIK not true. (Also "creator" is less politically correct than "author", according to some people)

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    1. Oops! Corrected.

      I'm not too fussed about the terminology, but 'creator' seems more relevant when he's done all the artwork too, and the design elements are more encapsulated by that term. There's more to creating a whole game than authorship. Artist might be a better term, especially for this game, but some would associate that purely with the graphics.

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    2. Creator is only not-PC when we're talking about the origins of the universe.

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    3. I have said that is is not politically correct according to some people because it appears on Free Software Fundation's "words to avoid". Probably their arguments are exaggerated and "creator" indeed might be the most accurate word. Anyway, I would rather use something else myself.

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  2. Apologies to the musician Nathan Gallardo the sound designer for Red Rogue.

    I said I'd give him a shout out but I forgot because I was a bit flustered with Skype.

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    1. The music is most excellent and John Harris' analogy about it is also perfect.

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    2. Thanks Andrew. In fact you can download it for free at www.icefishingmusic.com if you so wish. I promise the album isn't just horror music looping endlessly :)

      Well. It kind of is.

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  3. There's a very timely article on the procedural generation techniques used for another upcoming platformer, Cloudberry Kingdom, over at Gamasutra: http://www.gamasutra.com/view/feature/170049/How_to_Make_Insane_Procedural_Platformer_Levels_.php

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  4. Man. There was a lot of critical review of an unfinished game.

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    1. I think I was the most critical of all of us, so I'd like to explain.

      The thing is, I understood it was unfinished, but my complaints weren't due to that. The problems I had with it were fundamental design problems - not things you fix in the last 50% of production, but things you decide early on.

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    2. Yeah. I can see that. The game does have some interesting decisions. Experimental in many ways. I think that should be applauded. It's not like he's trying to make a commercially successful game.

      Or is he?

      Just seemed to me that there could have been more praise for something so unique.

      It's not like you totally grilled the poor guy, but the man gets invited on and then ends up on defense half the time. If the show starts in the critical snob direction it will suffer. Developers won't want to come on.

      I don't remember the other developers being on the defense so much, and I've listened to every episode.

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    3. I'll have to have a listen to the show (again, as I was involved in the recording) to see if we went overboard... it can definitely be difficult getting the balance right between fellow passionate game designer and berating host.

      I certainly will admit to coming to the show with some pre(mis)conceptions, but found Aaron an excellent guest, with some genuinely interesting and challenging ideas. Not every game should be 'perfect' in the sense Keith is striving for (and has written elsewhere about), and I'm glad the creator was there to explain and confound.

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    4. I have about zero knowledge of what it takes to put on a good podcast.

      I just realized that I am armchair quarterbacking your podcast, and that's the same thing I was busting your chops about doing.

      I remain a fan, you are doing a great job, and can't wait for the Diablo episode. What's the over under on comments on that episode? 50? :-)

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    5. Criticism is welcome. I think the ep could have done with having more experienced players on to balance out the opinions. None of us had played the game as much as we should have.

      Recording the Diablo ep was fun :) I wonder what it would have been like with one of the devs on... :P

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    6. If you bring a Diablo Dev into the halls of Roguelike Fandom you must be prepared for a bloodbath.

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  5. http://www.davioware.com/index.php?page=2

    This game, TowerClimb, is pretty neat. Procedural jumper.

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  6. TowerClimb is a great game indeed. Very addictive, I lost many hours to it already. It's much more of a platformer though than Red Rogue. The latter feels more like the also recently released WazHack but in real real-time... if that makes sense. :P

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  7. Hi guys, I really enjoy these podcasts.
    I find the whole thing about being able to shape gameplay from random levels and powerups really intriguing and the thing that make roguelikes really special. The incertainty of not knowing what game you'll get next, keeps the game fresh.
    I try to use these elements my game delepment as well.

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