You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
- Brett's IRDC 2015 talk on procedural generation in Rogue Space Marine (his first ever game!)
- Jim's IRDC 2015 talk on procedural generation in Dungeonmans
- How Brett tried Rogue-style dungeons and realised the level architecture didn't fit the gameplay
- Designing levels for ranged combat gameplay
- Teaching people to move diagonally in Dungeonmans
- Are rooms and corridors out-dated in modern roguelikes?
- Frozlunky for custom community Spelunky levels
- "Sensible" building generation in Ultima Ratio Regum, so players can predict their surroundings
- "Flow" in conventional architecture
- Design of secrets. Where is Mark hiding his bodies? Why are there orange carpets in Brogue?
- Designing environments to suit your AI
- Realism vs gameplay
- Marking the terrain for the AI to change behaviour around
- Temporary/changing/evolving/reactive features to discourage repetitive abuse of the environment (good examples in Crypt of the NecroDancer and HyperRogue)
- How Spelunky builds its levels (and part 2) with multi-layered stitching of simple templates