Thursday, February 11, 2016

@Play 83: HyperRogue

This article is one of the new pieces from the book @Play: Exploring Roguelike Games.  Another article from it, on Zelda Randomizer, is due to go up shortly on Kotaku.  The book is available as part of the current Mega Game Bundle, on StoryBundle.

One of the most interesting roguelikes to come around lately, a game that is obviously close to the lineage (down to having "Rogue" in the title) and yet brings new clever and amazing ideas to the table is a little thing called HyperRogue. You can download some versions of it for free from creator Zeno Rogue's itch.io site, or you can download the newest version for just $3. It's also available on Steam, and for Android on the Google Play store, either free or paid.


HyperRogue (in one of its weirder locations)

Lessons in Non-Euclidean Travel

At first it seems like a fairly simple game, and at the beginning it kind of is, but the difficulty ramps up wonderfully smooth. The most immediately interesting thing about HyperRogue is that your guy, lost in a weirdly geometric world surrounded by spaces and thick, clumpy, apparently-irregular walls, has only one hit point: if you take even a single hit from any source, you immediately lose. Fortunately, most enemies are likewise restricted, so the result to the gameplay is that you have to get the first hit on any enemy or you immediately lose the game. If you manage to strike first, although you use up your turn doing it, you'll always kill the foe; there is no miss chance in combat. There are exceptions to this rule (some very interesting!), but those're the basics.

One consequence of this is that Zeno Rogue has moved the strategy window (see the article elsewhere "Interface Aids and the Strategy Window") up a little, and the game won't even allow you to make moves that result in immediate death. Effectively it works like "check" does in chess. The game will simply ignore moves that would be fatal on the next turn, explaining its refusal with a warning message. To drag out another previous coinage, it guards against immediate critical moments.  It doesn't prevent you from making moves that might result in certain death more than one turn in the future. You still have to be on the lookout for those, although they are rarer.

The one hit point limitation forces you to adopt some interesting tactics to survive. If you are hemmed in by walls and have an adjacent enemy, the only move you can make is to attack it. In the same situation, if the enemy is one space away the only thing you can do is pass a turn and let it approach you. For the most part your opponents only act to approach and attack you, which helps the player to anticipate trouble spots and plan ahead to escape them. There is no experience system in HyperRogue, so for the most part you're better off avoiding enemies if you can, although sometimes it's good to turn around and confront a horde of pursuers in a controlled fashion rather than let them corner you in a dead-end.

If two enemies are adjacent to you, you cannot attack either of them because his friend would attack and kill you. In that case you must flee, and if you have nowhere to flee to the game ends immediately, and suddenly. Your rogue has effectively been checkmated, and the game doesn't even let you make a move in that case. So the basis of combat strategy is to get enemies to line up so you only face one at a time. Even if you are facing 20 enemies in a row, so long as you kill each one as it approaches you, you'll survive. But if even one additional enemy comes in and doesn't queue up with the others you'll have to flee, and if an enemy approaches from behind, so there's an enemy in both directions and you can't escape both in on turn, then it's all over.  Most dangerous is when enemies approach from the same distance in opposite directions; you're better off approaching one of them at an angle before they get too close.

(The one hit point model of roguelike design was described in greater detail, making these points and more, in an excellent presentation given at IRDC 2012 by prolific roguelike designer Darren Grey, which can be watched on YouTube here then here.)

Most enemies behave this way. Some are slower than others, but they usually have some visual indication that they're about to move. A few enemies cannot be killed immediately through melee, but your attacks stun them, and often after a certain number of stuns it'll be finished off for good.  Other enemies are completely invulnerable unless defeated through special means.


Ice Caves

Your Passport Is Printed on a Mobius Strip
At the start of each of the game's "lands," which are like dungeon branches, enemies are very low in number. So when you enter a new zone, you probably won't have to worry much, and can easily take out the single foe that harasses you occasionally. Throughout each land you'll randomly find treasures. Treasures don't give you abilities themselves, but each land has a different type. Nearly all the treasures in all the lands are worth just one point towards your score (the game scores very low), but collecting treasure opens up the way to more advanced areas. At the start there are only a few lands you can visit, but once you get a total of 30 points a new set of lands becomes available to find in addition to the ones you started in. At 60 and 90 yet more lands open up. There are over 30 lands in all, but some of the last ones have special requirements for entry, like having killed a minimum number of foes.

The thing about collecting treasures is that collecting them is what increases the enemy encounter rate. Every treasure you get in a land increases the frequency with which monsters are generated, but only in that land.

The minimum to enter Hell, where the primary objective the Orb of Yendor is kept (there's that name again), you have to have gotten 10 treasures from each of nine lands.  It doesn't matter which lands, so the easiest way to go about it is to get 10 treasures from the easier regions, then vamoose, exploring wildly until you find a Great Wall that signals a border into a different zone.  Of course, collecting more treasures than that helps your score, and as a special bonus, once you get 10 treasures of a type, a particular type of orb starts generating in that land.

Each land has its own kind of orbs that give you special temporary powers if collected.  If you get all the way up to 25 treasures you can unlock those orbs to appear in some other lands too, which can help you out in tight spots later... but by the time you get to 25 points from a single land, you'll be harassed by foes frequently.  It's the age-old decision, you can play more daringly now to make the later game easier, or you can get by with the bare minimum and take your chances in the end-game.  Neither decision is necessarily better than the other.

There Are No Snake Enemies On the Hyperbolic Plane (okay, there's one)
The one hit point system is interesting, but there's another, even cooler, aspect about HyperRogue.  It doesn't take place in a "Cartesian" space, but on a kind of geometric construct called a hyperbolic plane.  Like Jeff Lait's amazing, brain-bending 7DRL game Jacob's Matrix, HyperRogue takes place in a "non-Euclidean" space, which has strange properties.  For one thing, "parallel lines," which on an ordinary place stay the same distance from each other forever regardless of how far you go, actually diverge in HyperRogue.  Take for example those "Great Walls" between lands that you see frequently in special zones like the Crossroads, like here:


The Crossroads (version 1)

The red spaces in the above screenshot are the Crossroads land, which connects many other lands.  The orange star spaces are pieces of the Great Walls, and the colored regions they border are the other lands.  The weird thing is, although they look curved, all the Great Walls are straight lines in the game's topology, a fact that gets more obvious the closer you get to crossing over into a new land.  Although they're not parallel, they never intersect with the other walls, but actually diverge from them as they go on instead of eventually crossing at some point.

It's a strange place, and a little confusing.  You can't see it in these images, but as you move through adjoining spaces the world in the direction you're traveling sort of broadens, appearing to distort around you, and the area behind you sort of shrinks.  The effect is most visible near the horizon.  The bizarre topography of the hyperbolic plane makes it very difficult to return to places you've already explored and have passed out of sight unless you closely retrace your steps.  Try watching some landmark while walking around in a circle; you'll find that your view rotates as you turn.  You tend to keep missing places to try to go back to unless they're still in vision range.  Fortunately, there's an infinite number of lands and of all things in those lands, or else you might end up searching a long time to get back to an essential place you had once been.

Other consequences of the hyperbolic plane are that circles are much larger than you might expect.  There are other interesting shapes, and consequences of those shapes, too.  Zeno Rogue posted on his site an excellent light math description of some of the shapes that can be encountered, written by Fulgur14, many of which serve as the basis of terrain generation in the advanced lands.

To Show Your Vacation Slides You'll Have to Use a Poincaré Projector
The soul of HyperRogue are the many varied and intriguing lands there are to find and explore.  Each land has its own kind of treasure to collect, and tracks your best score even for that area.

Here are a selection of the earlier lands and their rules, to give you a taste for what's to come.  If you're ever confused as to what rules are in effect in a given region, you can get reminded in-game by pressing V (to go to the menu), then O (to go to the world overview screen), then clicking on one of the region names on the left side of the screen.

Icy Land: This is always your starting area.  Nearby walls will melt away from your body heat if you stand close to them for too long.  The Bonfires you find here can be activated, which will both melt close walls and attract some of your enemies.

Crossroads: There are three different versions of this land, which can be distinguished from each other by the ground color.  Most areas are bordered by one of the three types of Crossroads. As I said before, the walls here separating other areas from you are actually straight lines: they just appear curved due to hyperbolic geometry.


Jungle

Jungle: This place is full of vines that grow and grow out from a central point.  The center of each plant is cyan; the vines growing out from it are green.  Each vine surrounding a plant takes turns growing, each one space at a time, clockwise around the plant.  A vine turns yellow the turn before it moves, and is dangerous when it does so.  However, you can prune a vine back by attacking it.  If you manage to hack your way to and destroy the center, all its vines die at once and you get a ruby as a reward.

Land of Eternal Motion: You can't rest! Every turn must move to another spot, and every space you move from falls away into the void. All your enemies here do the same thing.  Since enemies cannot follow directly behind you, they must adopt a parallel course to follow, and as we learned earlier parallel lines diverge on a hyperbolic plane, so it's relatively easy to leave pursuers in the dust here.  The only problem is that new chasers will get generated over the horizon in front of you, so you're constantly having to steer away from them too.

Living Cave: The walls in this area grow and shrink according to cellular automation rules.  Collectible treasures push close-by walls back until picked up, and the corpses of killed Rock Troll enemies in this zone will tend to draw nearby walls in to "bury" it within their surface.  If you get entombed in rock your automatically lose!



Minefield

Minefield: Not all the areas you explore rely on special properties of hyperbolic planes.  This entertaining zone is full of invisible mines you must avoid, natch, by playing minesweeper.  The number of mines on adjacent spaces is clued by messages and colored dots: blue dots are adjacent to one mine, green dots to two, and red to three.  Ground enemies lured in from other lands can set mines off too, but that can be a bad thing: exploded mines erupt in spaces of permanent fire, and if you get surrounded by impassible walls you immediately lose.  Because the spaces you pass through are marked as you travel, it's easier to retrace your steps in this land than most others.  The enemies here, "bombirds," are rare but create new mines when killed!

Mirror Land: There are lots of mirrors here, which double as the treasures you collect.  If you break one by running into it, allies that move relative to your movements appear around you, and help you fight approaching attackers.  Your helpers tend to be fragile, but are of so much help that this seems to be one of the easier lands.

Alchemist's Lab: All the ground is either red or blue. If you're on blue ground, you can only move to another blue ground spot, and vice versa. Colored slime enemies appear, moving on and matching one of the colors. When a slime is killed, it makes a big splat that overwrites the other color around it, including the spot you're standing on.

Desert: Here are sandworms that slowly (every other turn) grow bigger over time, and can only be killed by trapping their head so they can't grow further.


Zebra

Zebra: The terrain in this whimsical area looks very much like a zebra's stripes.  You can step on the light stripes okay, but the black stripes will crumble beneath your feet like in the Land of Eternal Motion.

Ivory Tower: This clever area has "gravity."  When you enter, the camera rotates to pick the direction of the Great Wall you entered from as "down."  The way the game's description describes it, there are "stable" and "unstable" spaces.  Stable spaces have walls beneath them, or are "platform" spaces.  You can go any adjacent space from a stable space, but unstable spaces you can only leave by going in a "down" direction, unless it's to a stable space.  Depending on how you move, gravity can change direction. Moving up from stable into unstable spaces feels kind of like "jumping," like in a platformer, and going from unstable to stable spaces above you is like grabbing hold of a ledge.  Because your movements are unusually limited here, be careful around enemy gargoyles.  It's easy to get caught in inescapable situations.

Further reading:
HyperRogue's website. Also from that site, the game's FAQ, and a light math description of some of the shapes that can be encountered. Creator Zeno Rogue has a blog, a list of other projects, and is on Twitter.

(Edit 2/13/2016: Corrections sent in by HyperRogue's creator, Zeno.  One was the spelling of Darren Grey's name.  Oops!  Thanks, guy!)

The book is out! "@Play: Exploring Roguelike Games"

One of the reasons @Play has been slow lately is because I've been focusing my efforts on a ebook compilation of columns, with a few new pieces as well and a couple of extras thrown in too....


It includes....


  • Eight new pieces, including articles on HyperRogue, Out There, Zelda Randomizer, and others.
  • A new playthrough story concerning the adventures of Captain Squeakytoy, overly fearless star captain, through the Purple Void of Weird Worlds: Return to Infinite Space!
  • Articles on Rogue, NetHack, Dungeon Crawl, ADOM, Larn, SuperRogue, XRogue and Shiren the Wanderer, including the entire epic playthrough of the Super Famicom Shiren, one of the most popular columns.
  • 498 pages (according to Word) of roguelike introductions, reviews, interviews, essays, trivia and more.
At the moment it's an exclusive in the current gaming StoryBundle Mega Game Bundle as one of the bonus items ($12 minimum), but after that closes it'll be going up on sale at itch.io and Amazon.

By the way!  Everything else in the bundle is at least awesome.  My poor book's got some frankly amazing company, like David Hellman and Tevis Thompson's game criticism/adventure graphic novel Second Quest, the always excellent Hardcore Gaming 101's book of Strider and Bionic Commando, The Kobold Guide To Board Game Design, Matthew Kumar's Exp. Negativs, Videogames For Humans, Boss Fight Book's epic investigation into the impact of Shadow of the Colossus... oh, and a little thing called The Untold History of Japanese Game Developers, Volumes 1 and 2.  I'm a huge geek about obscure games and gaming, and that one sounds like a real treasure trove.

I hope I don't sound too publicity-minded when I suggest that it's an excellent way to get a lot of wonderful, what's the word?  "Content?"  Yeah, I hate calling things "content."  It's so generic.  Everyone worked so hard on their items in this bundle.  This is blood and sweat we're talking about here, in electronic form.  I hope you enjoy them.

Tomorrow I'm going to post one of the new articles here and on the Gamasutra blog as the next @Play.  I think the article after that one will be an entirely new piece on Quarries of Scred.  Then, hopefully, it'll be business as usual.  See you then.

Wednesday, November 18, 2015

Not done yet

There is more @Play to come, but at the moment I'm having to support myself with paying work.  Please stand by.

Tuesday, July 14, 2015

EXTRA: Satoru Iwata knew what roguelikes are

Ishihara: [...] Mystery Dungeon games have their roots in old-school RPG titles, the type they often call 'roguelike' games.

Iwata: Ah yes. 'Roguelikes' are dungeon-exploring RPGs in which the map is altered every time you play, with the terrain and the locations of items and monsters also changing. This gives the games a depth that means you can play them over and over again without getting bored. The game that was really crammed full that kind of enjoyment, while being accessible for everyone to play, was Torneko no Daibōken: Fushigi no Dungeon.

Ishihara: At the time, the tagline for the game claimed that it was a "game you could play a thousand times" and I think that I, for one, really did! After I started working on the Pokémon games, therefore, I was always really keen to create a game that would connect Pokémon to the Mystery Dungeon series. Pokémon Mystery Dungeon was the game that arose from that desire.

[...]

Iwata: Nagahata-san, what kind of process did you go through, transforming the idea of a roguelike game into the Mystery Dungeon series? When you first set out, you didn't know how a game like that would be received by home console owners, did you?

Nagahata: No, we didn't. At that time, Dragon Quest-style RPGs were the mainstream and very little was known about roguelike games, generally. So it was definitely a bit of a gamble. After all, players would sometimes play roguelike games for hours or even tens of hours, only to suddenly be dumped right back in square one with all their progress wiped out. Basically, however, all the development staff told us that this kind of game was definitely enjoyable, and that gave us the motivation we needed to get started.

Iwata: There's certainly an element of 'spiritual training' to these games, isn't there? They're constructed in a really enjoyable way, but every now again they're just so unforgiving that they make you want to cry. You were really motivated to bring that particular brand of enjoyment to as many people as possible, though, weren't you?

Source: Iwata Asks on Pokemon Mystery Dungeon

Tuesday, June 30, 2015

@Play 82: The Talks of the International Roguelike Developers Conference US, 2015

One month ago was the first annual (we hope!) U.S. metting of the IRDC, The International Roguelike Developers Conference, organized this year by Todd Page! I was on hand (slightly incognito -- if you were there I was the one who looked the most like Cousin Itt) and, after reviewing the archives of the talks put together by Kawaii Dragoness I have managed to compile notes on the presentations presented by the presenters present. Those notes follow. By the way, the European IRDC just finished up, but considering the lateness of this installment I think I'll leave it to someone else to write up those.

I believe strongly in hyperlinks, so before we get underway, here are some useful sites: IRDC US Tumblr - Ultima Ratio Regnum's page on the Euro IRDC - IRDC US's Twitch TV page - Logo Surströmming's YouTube page, where some of these talks are archived.

The talks were held at Georgia Tech university in scenic downtown Atlanta, and Saturday and Sunday stretched from 10 a.m. to around 5 p.m.  A Starbucks was in easy walking distance, as was the hotel that some of the guys were staying at, to which we retired Saturday evening to discuss matters of game design.  Kawaii Dragoness mentioned hotel room Soul Calibur sessions stretching late into the night.  (Of recent versions, unfortunately; to me, it's not Soul Calibur if it's not on a Dreamcast.  There was a time when Ivy's breasts weren't bigger than her head goddammit.)

Most of went to Ray's New York Pizza for lunch Saturday where, flush with the recent news that Freehold Games' Sproggiwood was to be featured on the iOS App Store, Brian Bucklew generously paid for everyone's food!  He also knows a great deal about board games, I discovered Saturday evening!

For Sunday's lunch, the group split up; I went with the younger participants to a nearby Five Guys where, unfortunately, we were rained in by one of Atlanta's ludicrously sudden and intense thunderstorms.  It was there, by the way, that I made the discovery that fresh jalapeno slices should be treated with great respect....

Miscellaneous games and projects overheard mention while at the conference: Infra Arcana, Necklace of the Eye, No Man's Sky, Pixel Dungeon, Heavy Axe, the Doom procedural level generator OBLIGE, Artemis Bridge Simulator, Alien: Isolation, Chromehounds and the Roblox game Mad Murderer.

1. Todd Page, organizer of IRDC US 2015, Opening Remarks YouTube
Getting us underway....

2. Jeff Lait, star roguelike developer and many-time 7DRL participant: "An Apologia for the Berlin Interpretation/Why Balance Is Terrible/An Algebra Of Roguelikes" YouTube


Covers a lot of varied territory, including balance issues and dungeon generation and representation in memory. Lait created POWDER and many 7DRL games, many of them very interesting.

Of particular interest is his discussion of non-Cartesian representations of dungeons, that is, not representing the dungeon as a 2D, XY-based map. I found that fascinating, since it gives some of the implementation details of Jacob's Matrix, a 7DRL Lait made a few years ago in which you explore a non-Euclidian space.  (I wrote about it some time back in one of the @Plays on 7DRL....)

Remember Portal? How the world you viewed through a portal looked just like the world outside of it? Like that, except, when you see through a portal in Jacob's Matrix, you don't see that it's a portal. Different parts of the world of Jacob's Matrix can be connected together in strange ways, and what's more, portals can even rotate your perspective, meaning that "north" is not necessarily the top of the screen, and can in fact change for you depending on what parts of the dungeon you've been through. You can return to your starting point after exploring for a while by a circuitous route, but you might not recognize it, because your perspective may have rotated.

It's an amazing, mind-expanding game, in fact Lait mentions in the talk that it was *too* mind-expanding and confusing, and so toned down those aspects in later games he's made with that engine, as well as explaining some facts of how it was made, without using a traditional two-dimensional array for world representation. Some technical details of his implementation are presented.

I also appreciated his comments about rare content, aspects of a game that don't reveal themselves after one or even many plays, that only show up at unusual moments, giving as an example NetHack's pit viper joke. And it also claims that balance is overrated, that unbalanced moments may make a game more challenging, but they also make it interesting, and adds texture to the play, an evocative term that I've found myself using sometimes as well.

Jacob's Matrix, and many of Jeff Lait's other games, can be found here. His POWDER can be found on the iOS App Store here.

3. Lee Djavaherian, tinkerer and hardware hacker: "A Tiny Room In A Tiny World" YouTube


Lee brought along a small toy treasure chest that, he reveals, actually itself completely contains the hardware used to play a roguelike game! It was made using a small, ultra-low-power microcontroller processor that runs on solar cells. It has no display but offers its display through a serial port, which can be viewed through a terminal emulator. It even communicates using Morse code.

He also goes over some of the history of computer roleplay gaming, leading up to the Video Game Crash of 1983. His mentioning of the Apple II game system EAMON is particularly interesting. In my alternate life as Metafilter's JHarris, I once made a post about EAMON. If you want to know more, it is here.  EAMON is a particularly twisty maze of passages; there's a website about it here.

Many aspects of the device's construction are discussed and illustrated. I'm still not sure exactly how it works, he didn't demonstrate it, I think due to time concerns. But, fortunately, he's put up a page discussing the project.

4. Brian Bucklew, co-founder of Freehold Games: "Data Driven Engines of Qud And Sproggiwood" YouTube


Freehold Games is an up-and-coming developer, and during the conference Brian Bucklew discovered that their Sproggiwood was due to be featured on the iOS App Store. (It's also on the Google Play Store.) He discusses Qud's early history and its class construction, especially regarding inheritance and behaviors, and other implementation details.

One goal of his in Qud's design, he notes, is his aspiration to remove the code as a barrier to inspiration, an interesting goal that I think may be ultimately impossible depending on how you interpret it, but still you can get quite far. He describes this in terms of how the ease of adding items and features to the game scales well as the game's complexity increases, so the 4,000th item added takes the same effort as the fifth.

Caves of Qud, which you can download and play from their website for free here, sounds amazing, and I have no idea why it's been off of my radar for so long. I had a chance to speak a little with Brian, and can confirm he's an extremely nice individual. And he knows about a lot of Eurogames, which is a sign of a well-rounded game designer. It is so nice to hear that he and colleague Jason Grimblat (see later) are making a go at it in the lottery of the App Store.

5. Brett Gildersleeve, author of Rogue Space Marine: "Rogue Space Marine Development Inspiration" YouTube


Brett Gildersleeve talks about Spelunky's level generator (which has a web page describing and demonstrating it) and his own game Rogue Space Marine. The stuff on Spelunky is terrific, and this should be watched for that reason at least, but it's also worth it for glimpses of the play of Rogue Space Marine, which actually introduces aspects of bullet dodging shooters into a turn-based roguelike. Watch and be amazed! Anyway, what Rogue Space Marine and Spelunky have in common is a mixture of pre-fab and randomized level generation, as a way to better ensure interesting situations.

The 7DRL page for Rogue Space Marine, which includes a 30-minute play video and a download link, is here.

6. Jim Shepherd, developer of Dungeonmans: "The Procedural Battlefield"

Leading off with a (joking?) idea for a new game called GRIZBAND, where you play as a bear. Jim Shepherd designed Dungeonmans, and talks about designing interesting play areas, and the uses of pre-made areas vs procedurally-constructed areas, which may be nominally different every game, but may not produce interesting situations. Brought up is the design of Dungeonmans, and mentioned is the sainted name of Dwarf Fortress. In practical matters, Shepherd suggests, when creating those interesting pre-made areas, not making an editor program, but using raw text files....

BTW, I can vouch that Shepherd's game Dungeonmans (Steam, $15) is entertaining and interesting! It's got roguelike play, but of particular interest is how the focus is on the world around the player, and the metagame where you're improving the fortunes of an adventurer academy as character after character advances through a randomized world.

7. Jared Corduan, mathematician: "Math-like Roguelikes" YouTube


He presents four roguelike-related puzzles from the realm of recreational mathematics for developers and viewers to think about. The first is John Horton Conway's "Angel And Devil," otherwise known as the Angel problem (Wikipedia), involving hemming in an angel on an infinite checkerboard. The others are "Lemming On A Chessboard," "Homocidal Chauffeur," "3-Way Duel" and "Chomp."

8. Sheridan Rathbun, developer of Barony: "Barony Post-Mortem" YouTube


Barony is a first-person perspective roguelike that offers four-player cooperative play! His talk is a personal story of trying to make it as a young, up-and-coming indie roguelike developer. It is available on IndieGameStand and Desura ($7), and is soon coming to Steam! Its homepage is here.

9. Bob Saunders, author of Approaching Infinity: "Infinite Gameplay" YouTube


Discusses his game Approaching Infinity ($40), a "space roguelike" with both personal exploration and spaceship combat sections published by Shrapnel Games. In particular, there's no limit to the game size and there's no cap to the player's statistics. An amusing aspect of his game, he reveals, is a planet where the terrain spells out "Darmok and Jalad at Tanagra," a reference to a particular Star Trek: The Next Generation episode. Stay geeky, Bob Saunders!

10. Cameron Kunzelman, developer and 2CI Fellow in New And Emerging Media at Georgia State University: "The Artisanal Rouguelike"

Cameron Kunzelman did a talk about "The Artisanal Rouguelike" about indie roguelike game constructions before and now. A major theme of his talk is procedural generation, which is turned to more and more often by developers of all levels as a way to decrease the effort needed to create content.

Kunzelman has a blog, at thiscageisworms.com, which not only talks about his game releases but also features writing on other games, including some non-roguelikes, which are rumored to exist out there somewhere.

11. Eben Howard: "FOV and You"

Eben Howard's talk "FOV and You" is about line-of-sight algorithms, showing off a variety of them, their uses and drawbacks, with a custom-written Java applet, and also covers the use of a roguelike library, Squidlib. It should be of immense interest to most traditional roguelike developers, especially new devs who are interested in learning about the fundamental algorithms of the genre.

Howard has a website, squidpony.com, where he posts news about the development of SquidLib.

12. Adam Boyd, former moderator for r/pixeldungeon: "Everyone's @ Home"

Adam Boyd is (was?) a moderator on the popular subreddit for the game Pixel Dungeon, and presented a talk about the maintenance of a community devoted to a roguelike game, and the interplay between the developer and the fans (the dev added an area to his game and other features based on memes in the community). Pixel Dungeon is now available on Steam ($5), desktop systems (free, requires Java), Android (free, but w/in-app purchases) and iOS ($3)

13. Jason Grimblat, co-founder of Freehold Games: "@ Meets ?: Collaborative Storytelling Through Procedural Generation" YouTube


Beginning with video of players going through Freehold's post-apocalyptic roguelike Caves of Qud (the video carries the subtitle Antelopes vs. Molluscs — note, the video doesn't actually begin until the 5:30 mark, so you may want to skip to there), the talk moves into how the players took random details provided by the game and built them into a backstory, an explanatory narrative that fit the supplied data. This is of course part of the appeal of Dwarf Fortress. Grimblat makes a distinction between developer stories, pre-written content for players to consume, and player stories, which they create themselves.

He then describes how collaborative storytelling works in Jason Morningstar's wonderful pen-and-paper game Fiasco, which is all about the constructions of these kinds of narratives, and asks what hints we can glean from it. Fiasco is particularly relevant because it doesn't have a referee or GM to author a scenario for the players to inhabit; the players work together to construct those elements. (By the way, have you heard of Fiasco? It is not a roguelike, but it's wonderful! While it's not free itself, it has all these free supplements....)

The final section has to do with the themes of the classic post-apocalyptic RPG Gamma World, and how they were adapted for Caves of Qud.

14. Rob Parker, researcher for the University of Waterloo: "The Role Of Permadeath In Roguelike Games"

One of the most-associated features with roguelike gaming is permadeath, the idea that player only has one shot at each play and has to start over if his character dies. He talks about permadeath in content of player learning, content unlock systems and procedural generation. Rob Parker mentions, by the way, that he's working on a roguelike based on David Lynch's movies and Laura Dern's career. I have difficulty imagining such a thing, and am eagerly waiting to see what he makes.



@Notes:

Sorry this one took so long, building links takes time and energy.  I'd like to call out to anyone with experience with the Japanese game Rogue Hearts Dungeon: does anyone reading this have experience with it?

Sunday, June 14, 2015

EXTRA: Junethack

Just a reminder going out that the 2015 Junethack NetHack tournament, covering a wide assortment of forks, is currently in progress.  Even if you're bored with NetHack, there are some interesting versions up there, especially dNethack (which has nine new-fangled "alignment keys") and, for those who like an older style of game, NetHack 1.3d.