Difference between revisions of "Retrospectives"
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Every good roguelike | Every good roguelike deserves a retrospective. So share your wisdom and experience with other developers. | ||
== Full Games == | |||
[http://nosoftware.blogspot.com/2013/08/underhall-post-mortem.html Underhall] | |||
::"Finishing a game teaches you more than starting a game" | |||
[http://roguelikedeveloper.blogspot.com/2013/06/unbrogue-postmortem.html UnBrogue] | |||
::"These successes are testament to the core Brogue design, but also the strengths of the roguelike genre: provided you play to those strengths" | |||
[http://trystans.blogspot.com/2013/09/pugnacious-wizards-2-version-10.html Pugnacious Wizards 2] | |||
::"It's a mess but I tested a hypothesis and learned my lesson: don't go overboard with separating the objects and their display." | |||
== 2011 7DRLs == | == 2011 7DRLs == | ||
[http://tapiov.net/alawid/postmortem 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." | |||
[http://7drl.org/2011/03/16/gridfolk-post-mortem Gridfolk] | |||
::"Herein lies the tale of Gridfolk the failed 7DRL. It is a tale of ambition, time squandered, determination, excitement, and defeat." | |||
[http://7drl.org/2011/03/13/mad-mage-postmortem 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." | |||
[http://www.quickfingers.net/srl-post-mortem 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." | |||
[http://trystans.blogspot.com/2012/02/2011-7drl-re-retrospective.html Twelve Hours] | [http://trystans.blogspot.com/2012/02/2011-7drl-re-retrospective.html Twelve Hours] | ||
::"Less garish colors and a few small animations should help improve the aesthetics." | ::"Less garish colors and a few small animations should help improve the aesthetics." | ||
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[http://7drl.darknet.co.za/postmortem.html Wordrogue] | [http://7drl.darknet.co.za/postmortem.html Wordrogue] | ||
::"Just from this experience, I learned so much." | ::"Just from this experience, I learned so much." | ||
== 2012 7DRLs == | == 2012 7DRLs == | ||
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[http://7drl.org/2013/03/19/urwald-post-mortem Unwald] | [http://7drl.org/2013/03/19/urwald-post-mortem 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)." | ::"...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)." | ||
[http://michalwalczak.eu/mwall/index.php/stabby-7drl-challenge-2013-post-mortem-whats-going-on/ Stabby] | |||
::"Choosing an unorthodox feature may take up more time than just implementing it directly took." | |||
== 2014 7DRLs == | |||
[http://forums.roguetemple.com/index.php?topic=4149.msg37474 ElvinRL] | |||
::"Oddly enough, the shortcomings of ElvinRL are what have taught me the most about making an RL game." | |||
== 2015 7DRLs == | |||
== Tutorials == | |||
[http://trystans.blogspot.com/2011/10/roguelike-tutorial-retrospective.html 2011 Java Tutorial] | |||
::"Each post should have code, narration, references, and details about the author's thought process." | |||
== Roguelike Radio Episodes == | |||
[http://www.roguelikeradio.com/2012/06/episode-39-irdc-2012-retrospective.html IRDC 2012 Retrospective] | |||
[http://www.roguelikeradio.com/2014/02/episode-85-2013-retrospective.html 2013 Retrospective] | |||
[[Category:Developing]] |
Latest revision as of 16:00, 18 March 2015
Every good roguelike deserves a retrospective. So share your wisdom and experience with other developers.
Full Games
- "Finishing a game teaches you more than starting a game"
- "These successes are testament to the core Brogue design, but also the strengths of the roguelike genre: provided you play to those strengths"
- "It's a mess but I tested a hypothesis and learned my lesson: don't go overboard with separating the objects and their display."
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."
- "Herein lies the tale of Gridfolk the failed 7DRL. It is a tale of ambition, time squandered, determination, excitement, and defeat."
- "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."
- " 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."
- "Less garish colors and a few small animations should help improve the aesthetics."
- "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
- "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."
- "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."
- "It’s got me thinking about all the other games I can make if I actually Just F*ing Do It."
- "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."
- "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..."
- "...but this would have been hard to play straight and I felt an enormous relief when I cut it on day five."
- "...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)."
- "Choosing an unorthodox feature may take up more time than just implementing it directly took."
2014 7DRLs
- "Oddly enough, the shortcomings of ElvinRL are what have taught me the most about making an RL game."
2015 7DRLs
Tutorials
- "Each post should have code, narration, references, and details about the author's thought process."