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Messages - Darren Grey

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7DRLs / Re: [7DRL 2018][Success] Time To Die
« on: March 19, 2018, 01:23:30 PM »
I made a little update to the game to make it more obvious that the glowing points on enemies are weakpoints, not shields. I also made a video to help show off some of the time manipulation mechanics and how to exploit them effectively:

7DRLs / [7DRL 2018][Success] Time To Die
« on: March 13, 2018, 12:01:42 AM »
Woo, I love making 7DRLs! :D This year I made a game about time manipulation, with the main aim being to have time mechanics that are simple and effective enough to use regularly in a tactical way. And altogether I'm very happy with how it came out.

Time To Die is a game about a time cop travelling through epochs to clean up weird anomalies in time. You shoot bullets and place bombs to hit enemies in their direction-based weak points, and you can pause and rewind time at will. Clever use of time manipulation is required, with some enemies needing to be hit from multiple directions simultaneously to be defeated.

Available for Windows, Mac and Linux. Any feedback welcome! So far people have founded it a little confusing and difficult, but I'm used to that each year :P

Events and News / Re: Roguelike Radio podcast
« on: February 06, 2018, 09:26:05 PM »
New ep on AI:

Honestly one of the best eps we've had in a while, IMO. Covers various design choices, including very pragmatic considerations, whilst also delving in to technical details like the implementation of inversion of control in Caves of Qud.

Events and News / Re: Roguelike Radio podcast
« on: January 08, 2018, 10:48:50 AM »
Huh, it ended up in the spam folder somehow. I've reinstated it.

Oh, and we did an end of the year show!

Events and News / Re: Roguelike Radio podcast
« on: December 15, 2017, 04:45:41 PM »
A couple of new episodes:

Ep 141: MUDs, with some interesting guests including a co-creator of the world's first MUD

Ep 142: Recording from IRDC 2017 (with videos too!)

Events and News / Re: Roguelike Radio podcast
« on: August 20, 2017, 12:24:44 AM »
There is nothing good in the nethack direction. Anything as "complex" or more so than nethack is also going to be bad. The whole idea of nethack is bad.

Dwarf Fortress is a counter example. I agree with your point in general, but there's a definite audience for crazy complex games.

Events and News / Re: Roguelike Radio podcast
« on: August 12, 2017, 08:40:02 AM »
Krice seems to have a lot of bad days...

Events and News / Re: Roguelike Radio podcast
« on: August 07, 2017, 11:38:17 PM »
New episode out on Golden Krone Hotel:

Important fact learned this ep is that the French word for the @ symbol is 'arobase'.

Events and News / Re: Roguelike Radio podcast
« on: June 19, 2017, 12:34:43 AM »
I started to check older episodes of Roguelike Radio, and just found out that the first episode is missing from server. Is it possible to reupload it?

Sorry, had a wrong link on the blog post. It's fixed now!

Two new episodes recently:

Ep 136: MidBoss, a roguelike centred around possessing enemies
Ep 137: Procedural Generation in Game Design, a new book on PCG with various roguelike developers contributing

Events and News / Re: Roguelike Radio podcast
« on: April 10, 2017, 08:59:20 PM »
New episode looking at some of the 7DRL highlights:

7DRLs / 7DRL Reviews published
« on: April 08, 2017, 03:26:39 PM »
The reviews for this year's 7DRLs have been completed, and are published here:

There are 2+ reviews for over 80% of the 100 games released this year, with ratings on various factors. Personally I find Fun to be the most important :)

Events and News / Re: Roguelike Radio podcast
« on: March 26, 2017, 08:58:47 PM »
Well for that stuff you also have rules so it's not that random.

Depends on the game. In some games it feels like you win or lose based on what loot you find. In others it feels fairly balanced, but perhaps also less exciting. How you implement and constrain the randomness has a big impact on the game.

Events and News / Re: Roguelike Radio podcast
« on: March 25, 2017, 05:43:35 PM »
Not sure you got the point? It's not about random generation, it's about random mechanics. A weapon does 1d6 damage, you have a 80% chance to hit an enemy, loot is randomly generated from a table, an AI has a 1 in 5 chance of executing a certain action, etc.

This applies to all sorts of games, not just roguelikes, but for roguelikes it's quite important for tactical decision-making and the feeling of fairness.

Events and News / Re: Roguelike Radio podcast
« on: March 24, 2017, 02:23:19 AM »
New episode out - focusing on Randomness in game mechanics:

Runs very smooth on my machine. Awesome piece of work, Numeron! Love the atmosphere and the games looks even more gorgeous than usual :)

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