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Topics - Darren Grey

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Programming / Top 10 tips in Game Design
« on: May 22, 2013, 02:47:37 PM »
Just read this great article on 10 things you should know as a game designer:

It's aimed primarily at board game design, but almost all of it is extremely relevant to roguelike design.

7DRLs / 7DRL Reviewers Needed!
« on: March 21, 2013, 12:15:15 PM »
With a record-smashing number of 7DRLs completed this year the traditional bunch of reviewers just can't cope. So we're looking to expand our ranks to include a lot more people from the roguelike community to help review all of the 7DRLs made this year. What we're looking for:

  • Experienced roguelike players or developers, especially those with good knowledge of 7DRLs
  • You must be willing to spend at least an hour a game on at least 10 games, chosen at random, that may be shite or buggy or hard to get running with poor instructions etc
  • You must give objective ratings from 1-3 on 6 areas (see for examples) with short written justifications for each
  • Write an overall description of the game, that is both informative for players and constructive for the developers
  • A RogueTemple account so you can join in lively discussion on the private subforum

Sound like something that interests you? Then please fill in this form:

Temple of the Roguelike / 7DRL subforum
« on: March 19, 2013, 10:03:21 AM »
Just wondering if we should have a separate forum for 7DRL chatter?  At the moment it's spread between Early Dev Feedback, Not Jet Majors, Development and Announcements.  A new subforum under "Playing Roguelike Games" could be appropriate.

Announced in other channels last night, but now I've finally had some sleep I feel I should post here too...

Mosaic is a roguelike where you manipulate the map with your movements.  Moving on slate lays down mosaic tiles, and if you surround an area in tiles it will fill in the whole area, killing any enemies within.  The game also produces music on the fly based on the positions of tiles on the map.  It's pretty funky!

More details and download:
Video of some gameplay:

Been playing some other games since - there's some really great stuff this year!

Challenges / Unity and 7DRLs
« on: March 05, 2013, 01:17:23 PM »
Unity have gotten in touch with me offering month-long Pro trial codes for people making 7DRLs.  If you want one then please e-mail me at darrenjohngrey at

Someone e-mailed me about this and I thought it worth sharing.  McFroogle will be showing a livestream of gameplay from beta builds of Aura and Cardinal Quest 2 tomorrow at 9pm GMT.  Here's the linky:

Temple of the Roguelike / Penis hack
« on: February 28, 2013, 01:19:16 AM »
What the fuck?

Other Announcements / 7DRL Dates Announced - 9th to 17th March
« on: January 31, 2013, 05:03:59 PM »
AWOOGA, AWOOGA!  Set the klaxons blaring, get the bells tolling and get some clean code ready.  The 7DRL Challenge dates have been announced!!topic/

This year we'll be using a new sign-up system developed by Slash which will help keep track of and centralise everything.  Should be modern and snazzy and cool  :)  But for now all you have to do is mark the date in your diary and think up a suitably scope-limited game.

Other Announcements / Seven Day Roguelike Challenge 2013 - Call for Dates
« on: January 23, 2013, 04:37:35 PM »
Jeff Lait has posted on RGRD asking for a vote on dates for the 7DRL Challenge 2013:!topic/

Go express your opinions now!  There are additional questions on how you think announcements etc should be made this year.  In the past it's been on RGRA/RGRD, but those places are pretty dead now.

Other Announcements / IRDC 2013
« on: January 11, 2013, 12:32:05 AM »
Radomir Dopieralski has offered to host the next International Roguelike Development Conference in Poland:

Google Groups thread
RogueBasin wiki page

Check it out and his Doodle poll for dates if you're interested.

Classic Roguelikes / ToME on RPS
« on: January 07, 2013, 02:23:48 PM »
Good to see ToME and roguelikes in general getting some celebration on Rock, Paper, Shotgun:

Other Announcements / 2013 in Roguelikeyness
« on: January 03, 2013, 10:24:39 AM »
Cross-posting from the mostly dead RGRD...

Alas, 2012 did not turn out to be the year when Shockfrost released his ultimate roguelike, which in turn triggered a Mayan apocalypse.  But with the resurrection of ADOM (including a $90k crowd-funding campaign), version 1.0 of Tales of Maj'Eyal, the massively popular FTL and tiled versions of both DoomRL and Brogue it's been a pretty nice year overall for roguelikes.

But a new year dawns and the celebrations of the past are replaced by the hopes for the future...  So, what's everyone planning for 2013?

My own plans:
 - Finally finish Rogue Rage, my failed 7DRL from last year
 - Make a cool new 7DRL that totally won't be overambitious and doomed from the start  ;)
 - Port some old games to the T-Engine and update some of my existing T-Engine games
 - Make something beautiful that uses procedural content in new ways
 - Play more roguelikes
 - Do more writing for ToME and associated expansions

Also, any volunteers to host IRDC this year?  I had a lot of fun hosting it in London in 2012, but I think we should keep up the tradition of holding it somewhere new every year.

Programming / Floofill
« on: December 03, 2012, 12:56:07 PM »
Jo messaged me with a Floodfill question and I figure it's best to respond publicly so others can chime in with further ideas.

I read you going on about Flood Fill both here and on your blog. Do you have any links talking about how it works? I'd love to be able to find the dead ends in my dungeon builder and fill them with cool things, with locked doors.
Well, here's some initial info on floodfill:

That's for ensuring connectivity, but it can be stretched beyond that.  The basic idea is simple - keep recursively marking squares as connected till you run out of unconnected squares you can reach.

Now if you want to do the more interesting heightmap stuff then instead of simply marking squares 0 or 1 for connected/unconnected, you give numbers higher than 1 the further they are from the entrance.  So every tile starts at zero.  The starting stairs get marked as 1.  The tiles beside the stairs are 2.  You keep spreading, marking every next square as 1 higher than the square it's connected to.  Thus you end up with a heightmap.  The squares in the dungeon with the highest numbers are the furthest from the starting stairs.  Here are some places to put interesting content.  Room dead ends tend to be in these maxima.  The combination of a room with a high height value + only one entrance door implies that you should try to connect it to another room nearby.  You may also wish to put the exit stairs at one of these further locations.

Another technique for finding dead-ends is to look for squares which have only 1 neighbour floor.  These are corridor ends.  Either put something in this place (maybe dig out a room, or have a treasure chest that summons monsters) or fill in the whole corridor (fill it and then keep filling adjacent floors that have only one neighbour floor).

Always solvable lock/key puzzles is another application of floodfill.  There's lots of approaches, but the basic idea is to use the floodfill to make sure that the key item is placed on a tile connected to the entrance stairs.  Thus when doing the floodfill you make it not able to cross the lock location (treating it like a wall).  It doesn't have to be a literal key and locked door of course - the lock could be a river of lava and the key boots of levitation.  How you choose which areas to lock off is up to you, though of course with floodfill you can ensure that the lock you place really does segregate that whole area from the stairs - a good idea with many of these is to segregate an area from both sets of stairs, so the whole puzzle can be bypassed if the player can't find the key item.

Incubator / Call for New Developers
« on: December 02, 2012, 06:23:48 AM »
Branching out from Hydra Slayer's thread...

We need new blood!  Developers who are interested in improving their games, join in!  The Incubator is an area for developers to help each other with feedback and constructive criticism on recent releases.  The focus is on less established games which wish to improve themselves whilst also helping others.  Anyone is welcome to give feedback and contribute at any time.  What you need:

 - A roguelike in development, any stage of development, but the more playable the better
 - A commitment to follow up on advice (in whatever direction you choose, but don't just ignore feedback)
 - A commitment to try and play other people's works too.  Not everyone's and not all the time, but try to help out.  Quid pro quo, et al.  The more you help out the more others will be willing to help you.

The advantages:
 - Good quality feedback from fellow devs who tend to have excellent insight in both design and coding
 - A place to put low key releases (this is all public, but anything posted here is much less formal than officially announcing a release, with much lower expectations)
 - Sense of community
 - You might find new games you enjoy or get great inspiration from

The Incubator and the Roguelike Bundle are no longer formally linked.  There are no restrictions on platform, open source etc on Incubator games, nor will there be the same push for extreme polish and accessibility.  We want roguelikes of all shapes and sizes in here.  The more the merrier.

If you wish to join just post a thread in this forum with some details of you, your game, your goals and a download link to the latest build.  Keep this thread updated with further releases and plans.

To those already in the Incubator I would encourage you to ensure your thread is up to date.

If you're unsure of anything please ask!

Other Announcements / Roguelike of the Year - getting the list sorted
« on: November 28, 2012, 11:23:59 AM »
Last year there was some controversy over what was in the Roguelike of the Year poll, and some games that didn't make the list.  This year the whole picture is much muddier, as can be seen from this list:

It would be helpful if we could all tell Andrew what games on there shouldn't make it on the poll or which shouldn't, and reasons why.  It would also be helpful to check the RogueBasin release feed for games which might be missing.

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