Author Topic: Roguelike Radio podcast  (Read 413199 times)

Samildanach

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Re: Roguelike Radio podcast
« Reply #300 on: September 05, 2013, 01:44:31 AM »
Congratulations to all involved in Roguelike Radio!  :D

Good episode. A lot of points were raised that simply hadn't occurred to me. I'll also have to check out some of the ones that have a good interface, since I've found that the Android ports of Angband, Crawl, and even just Rogue are basically unplayable.

guest509

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Re: Roguelike Radio podcast
« Reply #301 on: September 06, 2013, 12:13:32 AM »
It seems to me, the ones I've seen, you kinda want it to be designed for the system specifically or there are problems.

Darren Grey

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Re: Roguelike Radio podcast
« Reply #302 on: September 13, 2013, 08:18:56 PM »
New episode looking at one of the most unique and interesting roguelikes out there, UnReal World:

http://www.roguelikeradio.com/2013/09/this-is-episode-80-of-roguelike-radio.html

With its creator Sami. I haven't listened to it myself (Eben hosted) but I'm guessing it's absolutely awesome!

Eben

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Re: Roguelike Radio podcast
« Reply #303 on: September 14, 2013, 02:15:31 AM »
New episode looking at one of the most unique and interesting roguelikes out there, UnReal World:

http://www.roguelikeradio.com/2013/09/this-is-episode-80-of-roguelike-radio.html

With its creator Sami. I haven't listened to it myself (Eben hosted) but I'm guessing it's absolutely awesome!

your guess is correct!

Krice

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Re: Roguelike Radio podcast
« Reply #304 on: September 15, 2013, 09:46:51 AM »
First 10 minutes were already quite interesting. It's annoying, but URW has been longer in development than Kaduria. I thought I would win in that, but...

guest509

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Re: Roguelike Radio podcast
« Reply #305 on: October 18, 2013, 02:00:20 AM »
New episode up, it's about Puzzles. The Ultima Ratio Regum guy is on!!!

Also featuring the triumphant return of Undrew Doull. I think he was out for a bit.

Here:
http://www.roguelikeradio.com/2013/10/episode-81-puzzles.html

Samildanach

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Re: Roguelike Radio podcast
« Reply #306 on: October 19, 2013, 02:46:12 AM »
Good discussion on the role of puzzles. It also made me curious about Ultima Ratio Regum, which I played once a while back and then dropped because there didn't seem to be much in it. Maybe I should try it again now.

Darren Grey

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Re: Roguelike Radio podcast
« Reply #307 on: November 15, 2013, 12:29:15 AM »
Been far too long, but here's a really great episode interviewing Zeno!

http://www.roguelikeradio.com/2013/11/episode-82-interview-with-zeno.html

Darren Grey

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Re: Roguelike Radio podcast
« Reply #308 on: December 03, 2013, 11:07:19 PM »
A very very special episode today: ASCII!

http://www.roguelikeradio.com/2013/12/episode-83-ascii.html

110 minutes of procedurally generated joy :)
« Last Edit: December 04, 2013, 01:26:29 AM by Darren Grey »

Samildanach

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Re: Roguelike Radio podcast
« Reply #309 on: December 03, 2013, 11:57:32 PM »
Nice intro!  ;D

Darren Grey

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Re: Roguelike Radio podcast
« Reply #310 on: December 10, 2013, 12:49:54 PM »
Heh, thanks.

And a new episode... It's another lengthy one again, this time on Nethack!

http://www.roguelikeradio.com/2013/12/episode-84-nethack.html

Quite the all-star cast for this one too, including John Harris, Jeff Lait, David Ploog and Patric Mueller.

NON

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Re: Roguelike Radio podcast
« Reply #311 on: December 10, 2013, 08:03:30 PM »
110 minutes of procedurally generated joy :)
I loved that comment in the intro. Just a calm "matter-of-fact" statement that this is a procedurally generated episode (an outrageous concept, even terrifying to imagine that level of AI). Nearly choked on my food when I heard it ;D
Happy is the tomb where no wizard hath lain and happy the town at night whose wizards are all ashes.

spelk

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Re: Roguelike Radio podcast
« Reply #312 on: December 10, 2013, 11:02:10 PM »
Darren, I just listened to the ASCII edition of the podcast - and while it was interesting, I thought the main point of ASCII wasn't mentioned. Basically, the ASCII characters weren't really chosen because they were symbolic, or aesthetically pleasing, they were chosen because thats all the original coders had to chose from.

I think a lot of roguelike players, especially the ASCII stalwarts can get to a point where its the ASCII that defines them, rather than the games themselves. Like ASCII is worn as a badge of merit, for only the few that still support it in these days of modern systems and graphical representations. It's true there is a sort of purity to it, like you all said in the podcast, but its more down to being forced to use the basic supported character set than any real design decisions based on symbolism or aesthetics.

I appreciate what can be done, in terms of gameplay, still presented in ASCII, and I think theres still a sector of RL's that can utilise ASCII, some even push the boundaries using the character set, embracing it like a lived in well worn cardigan, yet expanding what can be done with it. But I still think, that even the symbolism can be worked on, and tested, and pushed, so that you have more interesting roguelike adventures built, without the confines of yesteryear. I look towards the likes of The Slimy Lichmummy for inspiration, or even the likes of Brogue, no matter how gaudy, and following the spectrum up through to the many graphical games bringing new audiences into the genre. Perhaps they will step back out of curiosity and see where the genre come from, where the evolution started, but to confine it is a cardinal sin.


My favourite ASCII RL is QuickHack, and its java based and uses a very modest amount of graphical flair to spice it up. Perhaps there is an evolution happening, and with the likes of Necklace of the Eye and TOME we can look forward to RL's embracing and expanding what has come before in terms of homage and evolution?


Finally, are you planning (or considering) a show on Bionic Dues from Arcengames? Its a roguelike inspired robot team dungeon crawl with a lot of tactical options. Chris Parks the lead dev and main man behind all of Arcengames is usually very willing and vocal about his development cycle. A true visionary in the world of indie game development and embracing procedurally generated content since AI War (his first game).

Z

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Re: Roguelike Radio podcast
« Reply #313 on: December 11, 2013, 05:45:30 PM »
Note that "Beneath Apple Manor" was a roguelike created independently two years before Rogue itself, it used simple graphics, but somehow it did not catch on that much. And, even if the authors of Rogue could only use a terminal, the style currently used in roguelikes was not the only choice :) For example, they could also make 5x5 ASCII arts.

Overall, even if the original reason for using ASCII was that it was the only way possible, it is no longer the main point of doing it now. In photography, for example, originally it was only possible to take black and white photos, and some people still take black and white photos today, but this is not necessarily nostalgia, they think that such photos look better. There are some weird roguelike traditions that are bad and repeated by new games (for example, after death NetHack had a long list of questions such as DYWYPI, instead of having a menu like the one which has been done in the new version of ADOM), but I think that ASCII is not one of them. Nowadays, it is well known that roguelikes can be done with graphics, but people still create ASCII roguelikes.

Kyzrati

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Re: Roguelike Radio podcast
« Reply #314 on: December 12, 2013, 01:04:27 AM »
Darren, I just listened to the ASCII edition of the podcast - and while it was interesting, I thought the main point of ASCII wasn't mentioned. Basically, the ASCII characters weren't really chosen because they were symbolic, or aesthetically pleasing, they were chosen because thats all the original coders had to chose from.

I haven't finished listening to this episode, but this was actually mentioned when discussing the terminal origins of roguelikes somewhere in the first half. Maybe you missed that part.