You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
Topics discussed in this episode include:
- What is libtcod, its features and its history
- The motivation for a roguelike library/toolkit, the limitations of curses, and the failure of attempts at bigger generic engines
- libycod's particular suitability for 7DRLs
- Jotaf's popular python tutorial and other tutorials
- The advantages of python
- The dangers of concentrating too much on eye-candy (but oh how sweet it looks)
- The low number of mid-sized roguelikes, and the inability of many developers to show restraint
- The value of a restricted palette and good colour choices for both design and aesthetics
- Using Colour Scheme Designer for choosing matching colours (check out other web design resources too - they can be quite handy for text games)
- The high number and variety of libtcod projects, including a Wolenstein-esque FPS and a fast-paced scrolling space shooter
- Using Zeno's Necklace of the Eye as a tile frontend for libtcod games or for online capabilities
- Off topic discussion of MMO RLs...
- libtcod on Android
- Why Jeff is stopping using libtcod (for aesthetics)
- Some limitations with non-square fonts
- Comparing and contrasting the *band codebase, libtcod and the T-Engine, and the niches each fill, and the potential for expanded use of Unity in future
- A big thank you to jice for producing a library that has helped dozens of roguelikes get made! And will doubtless be key in several games being made for this year's Seven Day Roguelike Challenge in a few weeks :-)
Next up in our 7DRL 2013 build-up series is a look at how to make a *good* seven day roguelike, with an all-star cast of developers!