Difference between revisions of "Retrospectives"

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== 2013 7DRLs ==
== 2013 7DRLs ==
[http://7drl.org/2013/03/23/peli-post-mortem Peli]
:: "It’s got me think­ing about all the other games I can make if I actu­ally Just F*ing Do It."
[http://trystans.blogspot.com/2013/04/pugnacious-wizards-retrospective.html Pugnacious Wizards]
[http://trystans.blogspot.com/2013/04/pugnacious-wizards-retrospective.html Pugnacious Wizards]
::"Like many 7DRL challengers, I added a lot of useless content that wasn't related to may main focuses. [...] Sometimes human nature conspires against us."
::"Like many 7DRL challengers, I added a lot of useless content that wasn't related to may main focuses. [...] Sometimes human nature conspires against us."

Revision as of 07:44, 11 April 2013

Every good roguelike - and especially those that didn't end up so good - deserves a retrospective. When developers share what worked well and what didn't, we all benefit. So share your wisdom with those who attempt the noble art of Roguelike Development.

Tutorials

Java Tutorial

"Each post should have code, narration, references, and details about the author's thought process."


2011 7DRLs

Twelve Hours

"Less garish colors and a few small animations should help improve the aesthetics."


2012 7DRLs

I rule, you rule, we all rule old-school Hyrule

"So, have a plan but ditch it when it doesn't work and focus on your strengths since your strong points will make your project a success and your weak points will, at best, be a waste of time, and, at worse, may overshadow your strengths."


2013 7DRLs

Peli

"It’s got me think­ing about all the other games I can make if I actu­ally Just F*ing Do It."

Pugnacious Wizards

"Like many 7DRL challengers, I added a lot of useless content that wasn't related to may main focuses. [...] Sometimes human nature conspires against us."

Tower Defence Roguelike

"We also had little time on workdays - we have full-time jobs and it’s often not easy to productively brainstorm complex mechanics after coming home tired at evening. Maybe we should pick a more predictable idea..."

Swift Swurd

"...but this would have been hard to play straight and I felt an enor­mous relief when I cut it on day five."