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:
- Reasons for failures, including bad scope, fiddling with visuals, or just wasting time
- Some failures of the guests, including Darren's Lion King and Rogue Rage, and Simon's KleinRL, Time Travel Roguelike and Threaky Thriday Thieth
- Simon's experience making a mind-swapping 7DRL (find a playable build here)
- The trouble continuing a failed project and finding motivation outside of the challenge
- Eben's blogpost highlighting some failures, including a cool looking FTL-like Drifting in Solar Winds with a procedural galaxy map
- gim's failure highlights on 7drl.org
- How many failures are better than the declared successes, and how learning from a well attempted failure is certainly much better than not learning from an unambitious success
- Eben's noticed trend of product quality of both success and failures being inversely proportional to developer apathy
- Forest Story by Ed Key, a survival roguelike where you forage food in a forest
- A Rogue Dream by Michael Cook, where the theme, graphics and abilities are procedurally generated based on Google searches for the noun you choose as your PC - the code is open source
- Super Mario RL by Aaron Steed, which is an interesting pre-cursor to Bump!
- Laihe Lausumahan by subliminal, which is individual and intriguing but immensely confusing
- RogueAI, a promising looking Unity roguelike
- Some videos of unreleased failures: Clerk's Creed, unnamed by Terry Cavanagh, Scar Fell by Sophie Houlden,
- The value of 7DRL retrospectives from both successes and failures
- Getting over failure, in particular by going and making another game! Just be sure to learn from your failure and be able to build on what you've done.
That's it for our 7DRL coverage this year! We'll be back to discussing design topics next week...