Difference between revisions of "Retrospectives"

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Every good roguelike - and ''especially'' those that didn't end up so good - deserves a retrospective. Some call them Post Mortems, but does a roguelike ever die? Do our attempts ever ''really'' fail? When developers share what worked well and what didn't, we all benefit. We've all thought "OMG, this feature is the Best!" only to realize that no, it's not, or the implementation is crap, or that life intervenes, or that cutting corners doesn't really pay off (or does it?) As long as we view ourselves as a Community Of Creators Who Try, we can't ''really'' fail unless we fail to share what happened when we tired. So share your wisdom and "Awesome Feature Of Waisted Time" with those who attempt the Ancient and Noble art of Roguelike Development.
Every good roguelike - and ''especially'' those that didn't end up so good - deserves a retrospective. Some call them Post Mortems, but does a roguelike ever die? Do our attempts ever ''really'' fail? When developers share what worked well and what didn't, we all benefit. We've all thought "OMG, this feature is the Best!" only to realize that no, it's not, or the implementation is crap, or that life intervenes, or that cutting corners doesn't really pay off (or does it?) We can't "'really'" fail unless we fail to share what happened when we tired. So share your wisdom and experience with other developers.


== Tutorials ==
== Tutorials ==

Revision as of 04:54, 12 April 2013

Every good roguelike - and especially those that didn't end up so good - deserves a retrospective. Some call them Post Mortems, but does a roguelike ever die? Do our attempts ever really fail? When developers share what worked well and what didn't, we all benefit. We've all thought "OMG, this feature is the Best!" only to realize that no, it's not, or the implementation is crap, or that life intervenes, or that cutting corners doesn't really pay off (or does it?) We can't "'really'" fail unless we fail to share what happened when we tired. So share your wisdom and experience with other developers.

Tutorials

2011 Java Tutorial

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


2011 7DRLs

A little anxious when it's dark

"The basic moving @ actually took me a bit more time than I had anticipated, but after that point, the development got much more fun."

Gridfolk

"Herein lies the tale of Grid­folk the failed 7DRL. It is a tale of ambi­tion, time squan­dered, determination, excitement, and defeat."

Mad Mage

"Also, I think the math is fun­da­men­tally wrong, as some of my diag­o­nal cor­ri­dors just stop in the mid­dle of nowhere. But again, it looks cool, so I’ll live with it."

SRL

" So the one thing I really wanted to do was the lighting. [...] Sadly ‘sexy lights’ is just a dev feature now as the majority of machines just couldn’t cope with 400 lights no matter how ‘deferred’ the lighting renderer was."

Twelve Hours

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

Wordrogue

"Just from this experience, I learned so much."

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

Betrayal at House on the Hill

"This actu­ally works out, since in hind­sight I don’t think that Betrayal at House on the Hill’s mechan­ics actu­ally trans­late quite as directly to a Rogue­like as at first I thought."

Dead Grinder

"There are RL engines available, and I could have used them, which is definitely something you want to consider when you’re working under a severe time constraint like 7DRL."

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 my 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."

Unwald

"...the only expla­na­tion I have, is that if you want to use entity sys­tem, you really have start to think the way entity sys­tem works (or at least how I believe it should work)."