Roguelike Celebration
Roguelike Celebration
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Patrick Kemp - Design tooling at Spry Fox
A walkthrough of how Spry Fox designs are implemented under the hood. We've developed a text-based config library that contains a number of procedural patterns so our small design team can multiply our content efforts and maintain our game systems. In our latest project, we've added a "design dashboard" layer which lets us peer into our own game data at a higher level. I'll talk through how it works, why we like it, and where we plan to take it next.
Переглядів: 1 209

Відео

Brianna McHorse & Chris Foster - Fusing AI with Game Design: Let the Chaos In
Переглядів 5065 місяців тому
For decades, procedural systems have enabled countless games and gameplay that would otherwise be impossible or impractical. The current state of AI in games is chaotic and controversial, and yet it also has the potential to enable its own set of entirely new, otherwise impossible games. How do we explore this new frontier together? In this talk, a game designer and AI programmer from Hidden Do...
Jasper Cole - Backpack Hero - Player Upgrades and Progression
Переглядів 9035 місяців тому
The creator of Backpack Hero discusses balance and item creation! Also discussed is the inspiration behind Backpack Hero, how items are designed and implemented, and how Jasper fits these pieces into the player progression and upcoming story-mode meta-progression in the game.
Josh Galecki - Procedurally Generating Puzzles
Переглядів 7205 місяців тому
Puzzles are a common design element in many genres - but not roguelikes. Roguelikes are designed for repitition, and a puzzle that's been solved once provides no challenge and no satisfaction on the third (or thirtieth) playthrough. In order to get around the 'curse' of repitition, Josh leans on some strategies from mathematics in order to create systems for producing puzzles that continually e...
Stav Hinenzon - A Messy Approach to Dynamic Narrative in Sunshine Shuffle
Переглядів 3215 місяців тому
An overview of the dialogue system in narrative poker game Sunshine Shuffle, covering both how the system is structured and a bit of its development history. The talk will discuss how the game's tech was built to support its dynamic structure, while also talking about the assumptions made at the start of development, and how those assumptions were challenged over the course of the game's produc...
Tom Francis - Generating boring levels for fresh experiences in Heat Signature
Переглядів 1,6 тис.5 місяців тому
When making Heat Signature, our procedural spaceship infiltration game, I found that we didn't need to generate interesting levels to generate interesting experiences. I'll run through the very basic way our level generation works and why, then explain how we approached the game design to ensure it could throw out fresh experiences even when the levels themselves were boring.
Jonathan Lessard - A Simulation with a View
Переглядів 5915 місяців тому
Roguelike systems are often full of rich, intricately generated environmental and historical details. Most of it is lost on players who typically navigate the world through the perspective of a single or small party of adventurers. This makes sense in terms of aligning player and character perspective in their journey. It does, however, limit the information they have access to in terms of disc...
Dustin Freeman - Live Action Roguelike Performance
Переглядів 2735 місяців тому
A Live Mixed Reality Full-Motion Video Performance, as presented based on audience suggestion during Roguelike Celebration 2023.
Jeff Olson - Alphaman: Developing and releasing a post-apocalyptic Roguelike game in the DOS days
Переглядів 7965 місяців тому
A retrospective of the challenges and rewards of developing Alphaman, a post-apocalyptic Roguelike game for DOS back before Windows or widespread internet use. Jeff talks about the challenges of programming with Microsoft QuickBasic while gearing the code for computers with 8088 microprocessors, with the intent to distribute on 3 ½” disks. He describes some of his motivation for the admittedly ...
Everest Pipkin-The Fortunate Isles-Fragment Worlds, Walled Gardens & the games that are played there
Переглядів 9155 місяців тому
Every game is a fragment world- bordered by the rules of its logic. These boundaries may be spoken out loud (don’t step on the cracks! the floor is lava!) or may be programmed (the end of traversable ground, the rim of the map, an invisible wall that plays a bonk sound effect when you walk into it). Such edges, encircling, make the space of play. These worlds are defined by their boundaries- th...
Crashtroid - Preventing Ear Fatigue with Roguelike Music
Переглядів 2405 місяців тому
Music in roguelike games will be heard hundreds and hundreds of times over by the players, and is liable to become a bit exhausting to if not considered closely. There are techniques and decisions that can aid in creating music for your game (or directing a composer to create your game's music) that will truly augment the sense of adventure that roguelike a bring to the table. This talk is both...
Leigh Alexander - McMansions of Hell: Roguelikes and Reality TV
Переглядів 1,6 тис.5 місяців тому
Reality TV shows are actually constructed realities with their own emergent narrative systems. In this talk, Leigh shares how she is working with her teammate Brian Bucklew (Caves of Qud) to translate the language volumes and behaviors of mid-2000s "celebreality" shows set in McMansions, into a generative story environment with Macintosh-inspired B&W graphics. Are all reality shows actually rog...
Ray - Remixing the Layer Cake: Facilitating fan reinterpretation through Caves of Qud's modular data
Переглядів 4355 місяців тому
Caves of Qud presents a broadly inspectable and extensible engine to inquisitive player-tinkerers. One accessible facet of this engine is its use of robust and modular data files. Much of the game’s content is written in XML files which are both processable to wiki editors and remixable to modders. In this talk, Ray describes how this system works, their experience with it and the communities t...
Jesse Collet & Keni - Fireside chat about the development of NetHack
Переглядів 2985 місяців тому
Host Alexei Pepers and Jesse Collet and Keni (former NetHack devs) talk about the early days of NetHack and the role of open-source development in Roguelike games.
Mark Johnson - Generating Riddles for a Generated World
Переглядів 1,2 тис.5 місяців тому
This talk will examine how riddles that are meaningful, obscure, and solvable, are procedurally generated in Ultima Ratio Regum. I believe this to be a first in roguelikes and in the talk I'm going to outline how the game a) procedurally generates its main categories of cryptic riddles, b) ensures that there is enough information for the player to decipher them, and c) generates and stores uniq...
Jurie Horneman- Why Dynamic Content Selection Is Hard
Переглядів 1 тис.5 місяців тому
Jurie Horneman- Why Dynamic Content Selection Is Hard
Elliot Trinidad- Tuning the Blaseball Name Generator
Переглядів 3525 місяців тому
Elliot Trinidad- Tuning the Blaseball Name Generator
Paul Hembree- Coordinate Systems as a Resource for Music Generation
Переглядів 3405 місяців тому
Paul Hembree- Coordinate Systems as a Resource for Music Generation
Nat Alison- In Defense of Hand-Crafted Sudoku
Переглядів 3125 місяців тому
Nat Alison- In Defense of Hand-Crafted Sudoku
Eric Billingsley- Scoped-down design: Making a tiny roguelike
Переглядів 3,1 тис.5 місяців тому
Eric Billingsley- Scoped-down design: Making a tiny roguelike
Scott Burger- The Data Science of Roguelikes
Переглядів 5095 місяців тому
Scott Burger- The Data Science of Roguelikes
Mike Cook- Generating Procedures:Rule & System Generation for Roguelikes
Переглядів 1,1 тис.5 місяців тому
Mike Cook- Generating Procedures:Rule & System Generation for Roguelikes
Kes - Hunting the Asphynx: Roguelikes, Provenance, and You
Переглядів 2155 місяців тому
Kes - Hunting the Asphynx: Roguelikes, Provenance, and You
Florence Smith Nicholls- Another Stupid Date: Love Island as a Roguelike
Переглядів 2435 місяців тому
Florence Smith Nicholls- Another Stupid Date: Love Island as a Roguelike
Ludipe - Exploring Pacifist Roguelikes
Переглядів 6805 місяців тому
Ludipe - Exploring Pacifist Roguelikes
Linas Gabrielaitis - Fictions of Infinity in Geological Finitudes
Переглядів 4325 місяців тому
Linas Gabrielaitis - Fictions of Infinity in Geological Finitudes
Nic Tringali- Abstract Space Exploration in The Banished Vault
Переглядів 4565 місяців тому
Nic Tringali- Abstract Space Exploration in The Banished Vault
Aaron A. Reed: Klingons, Hobbits, and the Oregon Trail
Переглядів 4525 місяців тому
Aaron A. Reed: Klingons, Hobbits, and the Oregon Trail
Aron Pietroń, Michał Ogłoziński - Discussion (Against the Storm)
Переглядів 4146 місяців тому
Aron Pietroń, Michał Ogłoziński - Discussion (Against the Storm)
David Brevik - Fireside Chat (The Making of Diablo)
Переглядів 6516 місяців тому
David Brevik - Fireside Chat (The Making of Diablo)

КОМЕНТАРІ

  • @nangld
    @nangld 5 днів тому

    Modulo 100 does have subtle ingame effects, usually expressed by missing enemy several times in a row, when your hit chance is 95%. So unless you want frustrating users, avoid it. In more serious modelling you will just get incorrect results, which may or may not help proving your hypothesis and getting more grant money.

  • @jsivonenVR
    @jsivonenVR 10 днів тому

    GOAT

  • @adt4864
    @adt4864 12 днів тому

    6:37 I don't know how recent this speech is, but in the latest version, player characters do have innate traits. They're not really game changers so it's not that important anyway

  • @samuelgibson780
    @samuelgibson780 21 день тому

    Everyone should check out a Mage run in Moria at least once. Thanks kind sir! Very informative. 🙏

  • @tsvetkovprelude
    @tsvetkovprelude 21 день тому

    Bro been playing from the start had 7 salves and didn't use one

  • @lophyre1380
    @lophyre1380 24 дні тому

    I do not understand how the BSP leads to no rejection though. We have just divided the map into half a couple of times? 🤔

  • @wesleywilliams1156
    @wesleywilliams1156 25 днів тому

    Dude coding that must have been a monster.

  • @ekagaurangadas
    @ekagaurangadas Місяць тому

    So the speaker is looking at the original K&R C code as I see the definition of function parameters... Then I checked GitHub and the source code seems update to post ANSI C

  • @Vedranation
    @Vedranation Місяць тому

    Amazing presentation. Clean, easy to understand, with great visualition. Thank you

  • @creativecolors1166
    @creativecolors1166 Місяць тому

    I created A tic tac toe AI and Connect 4 AI. why havent i known about you

  • @DavidPD555
    @DavidPD555 Місяць тому

    Great talk! Performance characteristics are cool but the real reason I'm drawn to learning ECS architecture is that sometimes I _really_ want to be able to treat my game like it's a database. I was doing a tutorial (Hands on Rust by Herbert Wolverson) where putting an item in your inventory was as simple as adding a CarriedBy (player) component to the item. I can really see a lot of possibility to think of the _relationships_ between components when designing new systems.

  • @user-xr5dx9ww1l
    @user-xr5dx9ww1l Місяць тому

    Thank you guys! I feel so much more motivated to bit the game. (never actually got thither then level 14, tried many times. And it's just so nice to see that it's possible)

  • @crouchingpython3294
    @crouchingpython3294 Місяць тому

    Amazing and inspiring! Love the small or tiny esthetic and also that you did it all in PICO-8.

  • @jonathanlochridge9462
    @jonathanlochridge9462 Місяць тому

    That juicey game is funny and silly.

  • @boblee8069
    @boblee8069 2 місяці тому

    What game?

  • @humanharddrive1
    @humanharddrive1 2 місяці тому

    so that's why jupiter hell seems inspired by doom. it was made by the guy who made doomrl

  • @terry-
    @terry- 2 місяці тому

    Great! Always good to hear about design. Also shout out to Lazy devs!

  • @terry-
    @terry- 2 місяці тому

    Great! Interesting talk!

  • @JohahnDiechter
    @JohahnDiechter 2 місяці тому

    This man took so much of my time and I am happier for it.

  • @yevheniitsybulskyi2020
    @yevheniitsybulskyi2020 2 місяці тому

    Pyxel ❤

  • @Wild_Cat
    @Wild_Cat 3 місяці тому

    David Brevik is the TRUTH!

  • @show73108
    @show73108 3 місяці тому

    I hope there is a mod where you are a god and rule the tribe like in black and white.

  • @lamer8310
    @lamer8310 3 місяці тому

    beautiful man and beautiful work

  • @ulysseyang9733
    @ulysseyang9733 3 місяці тому

    people are not into statisitc as I can see

  • @ulysseyang9733
    @ulysseyang9733 3 місяці тому

    it's really surprising how roguelike has a huge community because it has expended from its traditional self to a generic tag to put on games that don't fit anywhere. I really like the community even if I prefer traditional, I still think there are a lot of cool roguelike such as hades and binding of Isaac out there.

  • @dominiquefortin5345
    @dominiquefortin5345 3 місяці тому

    The vt100 terminal was the successor to the vt50 which replicated the dimension of a standard IBM punch card that had 80 columns by 12 lines.

  • @sergesolkatt
    @sergesolkatt 4 місяці тому

  • @user-cn4qb7nr2m
    @user-cn4qb7nr2m 4 місяці тому

    On this topic, check out Fidel Dungeon Rescue, it is the most successful implementation of these types of puzzles I can recall. The variability is achieved through random combination of mechanics. Also, puzzliness is lowered by making a goal variable with many solutions, which helps a lot.

  • @user-cn4qb7nr2m
    @user-cn4qb7nr2m 4 місяці тому

    Please make Into Ruins 2! And this time please consider the part of your audience that posses eyes. Dump pico8.

  • @geisttraft7190
    @geisttraft7190 4 місяці тому

    Interesting talk, but the puzzle examples in the presentation don't seem that engaging to solve repeatedly. They lack any major "a-ha" moment (like the puzzles in Baba Is You or Monster's Expedition) and feel more like the sort of puzzles you'd solve in the Sunday newspaper. That's fine as a small distraction meant to break up the game's pace, but I wonder if there's a way to make more interesting puzzles with some of the elements from the truly great puzzle games. One issue that comes to mind is that a lot of puzzles in puzzle games are designed around a specific interaction between two or more elements that a player hasn't seen before, causing them to learn something new with every puzzle. That's difficult to replicate in a roguelike, since once the player learns the interaction, they'd be able to solve any puzzle that relies on that interaction pretty easily. You'd need either a massive list of different interactions to use or procedurally generate new interactions with each run.

    • @user-cn4qb7nr2m
      @user-cn4qb7nr2m 4 місяці тому

      Agreed! I'm obsessed with this idea of generating conceptually novel problems.. I tried to make open world thingie where object types generate dynamically with different rule combinations as you explore, but the project went nowhere. My solution for the moment is loosening the puzzliness of the problem, opening multiple possible goals that the player could pursue. Working on it...

    • @settergren938
      @settergren938 4 місяці тому

      I've been thinking about this as well. What I believe causes the difficulty is that puzzles that teach game mechanics are designed specifically with the intent to convey emotions to the player, and the puzzles are also often integral to the game's story (as in Baba is You and Can of Wormholes). Generating such puzzles would be just as hard as generating meaningful literature, since they have to be coherent with an overall structure in addition to being novel on their own. Frankly, I still think that the puzzles described in this video are meaningful in their own way, since they provide atmosphere and an 'illusion of design' to the game's world. I particularly like the open-ended river puzzle, since the dams interact with each other in interesting ways, which helps prevents the player from finding a simple formula which solves any problem of a given type (which might become an issue with the torch puzzle).

    • @user-cn4qb7nr2m
      @user-cn4qb7nr2m 4 місяці тому

      ​@@settergren938 Cool, I want then to make some points about free puzzles. I think strict puzzles are one of the most mature game genres today (top 2, beside logic competetives), love it. But also recently I started thinking about art in general and returning to puzzles, I thought "What a hubris you need to have, to make hundreds of people retrace your exact mental path in this particular interactive system. It kinda assumes that you know what is the most interesting and valuable about the system." What's the alternative? You make a complex system, you teach the basics in the best way possible and then you let go of the player. Do not set the upper bound on their progress, let them explore the rules at their pace in their chosen direction. Procedural generation is about it. Over time it abstracts mind from details and shows the system itself.

    • @moonroofstudios9705
      @moonroofstudios9705 3 місяці тому

      Hello, speaker here. I agree with your points here. This Moondrop's puzzles are meant to be small challenges rather than any sort of 'storytelling' puzzles which evoke emotions or those moments of deep insight. (Credit to Nat Alison for the storytelling idea - I think you'd really enjoy her Rogulike Celebration talk "In Defense of Hand Crafted Sudoku": ua-cam.com/video/rcIVCrddozQ/v-deo.html.) Puzzle games like Monster's Expedition or the Witness are fantastic, but they are a different breed than procedural-generated roguelikes. They aren't meant to be replayed the same number of times. Different constraints. For Moondrop, the focus of the puzzle section isn't puzzle-solving, but rather exploration. The puzzles are things you can encounter, but I've seen playtesters not even realize that certain puzzles are puzzles. (I mean, the mazes and such are obvious, but some are more subtle.) And once you realize there's something there, you have to figure out what to do with it. Once you've learned the mechanics of each puzzle, then further repetitions give you something to do, but you've exhausted the "a-ha" moments of the puzzle. At the same time, the variety of initial conditions often means you can't just solve these on autopilot either.

  • @isobelshasha2095
    @isobelshasha2095 4 місяці тому

    💐💐💐wow yeah

  • @delibellus
    @delibellus 4 місяці тому

    "cpu's have been getting twice as faster, we get to be twice as lazy as developers" *jonathan blow wants to know your location*

  • @user-ji3cp2fu1l
    @user-ji3cp2fu1l 4 місяці тому

    ua-cam.com/video/ax-VDjDOF1I/v-deo.html

  • @artobe4258
    @artobe4258 4 місяці тому

    Really good explanations, thank you Mark.

  • @actuallydead6748
    @actuallydead6748 5 місяців тому

    holy shit man, strange that i dove into a rabbit hole and saw a game that i love playing.

  • @meshuggahner420
    @meshuggahner420 5 місяців тому

    Great stuff Adam! I'd happily listen to more insights on video game music production!

  • @JukioKallioMusic
    @JukioKallioMusic 5 місяців тому

    ahh that elemental behavior idea is so good

  • @LilianaOlson
    @LilianaOlson 5 місяців тому

    Yay dad!!

  • @Alexander_Sannikov
    @Alexander_Sannikov 5 місяців тому

    I feel like the talk could use at least 10x more examples from qud. frigging merchant cloning, sludge shenanigans, selling waterskins sizzling with red hot lava, crowsong, at least 42 ways to bodyswap. there's also content that was straight up introduced to make the player wonder if it's straight up broken or it's supposed to do this (warm static).

  • @Jlerpy
    @Jlerpy 5 місяців тому

    I have such fond memories of playing Alphaman with my mum.

    • @JefftheElder63
      @JefftheElder63 5 місяців тому

      I'm very happy to hear that, thanks very much! I am glad you enjoyed my game.

  • @ivangenc
    @ivangenc 5 місяців тому

    I am obsessed, this is so deeply funny and smart. Gonna be following this project closely

  • @Katherine_Tea
    @Katherine_Tea 5 місяців тому

    nat alison fanclub meeting sound off (we love her)

  • @Galenus0
    @Galenus0 5 місяців тому

    Really nice :)

  • @SOULJAJOE010
    @SOULJAJOE010 5 місяців тому

    What a world we live in, game trailers with no footage of ingame play and here we have straight up facts and a powerslide. And he knows this too, he mentioned at one point how extreme gamers are the ones who would play this basically

  • @animanaut
    @animanaut 5 місяців тому

    i wonder if the use of a graph db with precomputed/encoded notes as nodes and their respective relationships to each other as edges would make sense. you could make transitions as a matter of choosing queries depending on where on the graph you are. probably what you are doing with the grid already, but by different means. instead of querying the grid by concrete coordinates it would be via relationships/edges on a graph

  • @ShaunCheah
    @ShaunCheah 5 місяців тому

    The bolding of the word "trash" on the final slide is such an excellent visual gag; I'd just like to make known that it was spotted and appreciated.

  • @shijohnson-bey889
    @shijohnson-bey889 5 місяців тому

    Thanks for sharing! I loved the simplicity and expressivity of the YAML-based tooling. Standalone spreadsheets are NOT IT for simulation-heavy projects with lots of content.

  • @RoadToSalvationX
    @RoadToSalvationX 5 місяців тому

    I must have watched this talk 15 times at least. Thank you for making this available.

  • @MrSpanielson
    @MrSpanielson 5 місяців тому

    Thank you for sharing this, really interesting to learn about the process and theory behind the designs! Feel inspired to go and have a go myself...

  • @NeoShameMan
    @NeoShameMan 5 місяців тому

    Graphical realism is off the charts