Last weekend I had a chance to share a trip to the Colombian Coffee Area with Glenn Wichman, one of the creators of the original Rogue (along with Michael Toy and Ken Arnold) and a veteran of the video games industry.
On Sunday we did this small but hopefully interesting interview, in the middle of the Colombian nature. Some of the topics we talked about are:
- Game Design challenges when incorporating new technologies.
- “Roguelites” and diversity on game design elements.
- Issues with current videogame distribution channels
- The role of the Game Designer and some other related disciplines.
- A message for the roguelike development community
Check it out here! You might also want to check the previous interview I had with him, 9 years ago!
We are looking forward to review cool and promising roguelikes, please send us out information about your project, including a set of screenshots and if possible a gameplay video, so we can learn about it and write an article!
You can post your information at the Roguetemple spotlight thread on the forums.
Slash, creator of Temple of The Roguelike, is running a campaign for his HTML5 roguelike which ends tomorrow, take a look and contribute if you want! Or just play the game as it currently stands 🙂
The challenge has started! Many entrants declared start date and game title. Announcement thread is over seventy posts by now but there is still time to proclaim participation until end of March 6th. A success thread for victorious challengers is already created.
Visit http://7drl.org/ weblog to read how development struggle goes or to learn that other authors are also desperately tracking down a bad pointer reference on the 167th hour.
The 2011 7DRL Challenge, March 5 to 13
The time has almost come! Gather all your strengths and build a roguelike, be it your first one or your next one.
A good roguelike is an expression of pure gameplay: as a developer you can turn your ideas into games for the people to enjoy, without the constraints of 3d modeling or expensive graphics creation.
Developing a roguelike also allows you to portrait a theme within the limitations of abstract or simple gfx output, but having imagination as a tool to recreate infinite environments and stories
Summon your indie gamedev friends, be they roguedevs or not for this, the annual roguelike development party!
Links of interest:
The results are in! going against all laws, conventions and best-practices of roguelike development, DarkGod rose and took the grand-prize for himself and the community around ToME-4. Congratulations!
Dungeon Crawl Stone Soup, Dwarf Fortress and DoomRL continue holding strong into the hearts of the roguelikers.
Thanks to Mr. Doull @ ASCIIDreams for keeping the tradition.
There were 167 entries and 1675 votes. This is the top ten for 2010, congratulations all!
Check this article for the full ranking
||Dungeon Crawl Stone Soup
After just a week of existence, and being featured in some respectable web publications and forums (in which it got lots of feedback), it has been revealed that the Serial Killer roguelike project was fake.
The project claimed to pursuit the development of a highly detailed (DF-Level) simulation of murder including psychological traits and dealing with the forces of the law.
Following are the possible reasons of the developer to announce the unsuccessful end of this project:
- He was doing an university project to study the reactions of people to such a controversial theme
- He was just a high level troll with flash skills and some spare time
- The project raised the expectations far too high and scared the hell out of the developer
- Personal reasons caused the developer to dismiss it, fearing it would affect his life.
- Someone hacked all of his accounts including bay12 and youtube, impersonated him and deleted everything (that person is probably seeking him physically now, to finish his cleaning rampage)
The news has been received with both relief and disappointment. The theme was disturbing, but everybody is free to pick the games they want to play (I would not play it)
Me myself, I’m sorry there are lots of other real projects which yell for attention and feedback for years, yet never receive the kind of input it wasted.