Retrospectives

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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.
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Every good roguelike deserves a retrospective. So share your wisdom and experience with other developers.
  
== Tutorials ==
 
[http://trystans.blogspot.com/2011/10/roguelike-tutorial-retrospective.html Java Tutorial]
 
::"Each post should have code, narration, references, and details about the author's thought process."
 
  
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== Full Games ==
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[http://nosoftware.blogspot.com/2013/08/underhall-post-mortem.html Underhall]
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::"Finishing a game teaches you more than starting a game"
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[http://roguelikedeveloper.blogspot.com/2013/06/unbrogue-postmortem.html UnBrogue]
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::"These successes are testament to the core Brogue design, but also the strengths of the roguelike genre: provided you play to those strengths"
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[http://trystans.blogspot.com/2013/09/pugnacious-wizards-2-version-10.html Pugnacious Wizards 2]
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::"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]
 
[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."
 
::"The basic moving @ actually took me a bit more time than I had anticipated, but after that point, the development got much more fun."
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[http://7drl.org/2011/03/16/gridfolk-post-mortem Gridfolk]
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::"Herein lies the tale of Grid­folk the failed 7DRL. It is a tale of ambi­tion, time squan­dered, determination, excitement, and defeat."
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[http://7drl.org/2011/03/13/mad-mage-postmortem Mad Mage]
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::"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]
 
[http://www.quickfingers.net/srl-post-mortem SRL]
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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."
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== 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)."
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[http://michalwalczak.eu/mwall/index.php/stabby-7drl-challenge-2013-post-mortem-whats-going-on/ Stabby]
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::"Choosing an unorthodox feature may take up more time than just implementing it directly took."
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== 2014 7DRLs ==
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[http://forums.roguetemple.com/index.php?topic=4149.msg37474 ElvinRL]
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::"Oddly enough, the shortcomings of ElvinRL are what have taught me the most about making an RL game."
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== 2015 7DRLs ==
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== Tutorials ==
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[http://trystans.blogspot.com/2011/10/roguelike-tutorial-retrospective.html 2011 Java Tutorial]
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::"Each post should have code, narration, references, and details about the author's thought process."
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== Roguelike Radio Episodes ==
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[http://www.roguelikeradio.com/2012/06/episode-39-irdc-2012-retrospective.html IRDC 2012 Retrospective]
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[http://www.roguelikeradio.com/2014/02/episode-85-2013-retrospective.html 2013 Retrospective]
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[[Category:Developing]]

Latest revision as of 17:00, 18 March 2015

Every good roguelike deserves a retrospective. So share your wisdom and experience with other developers.


Contents

[edit] Full Games

Underhall

"Finishing a game teaches you more than starting a game"

UnBrogue

"These successes are testament to the core Brogue design, but also the strengths of the roguelike genre: provided you play to those strengths"

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."

[edit] 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."


[edit] 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."


[edit] 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)."

Stabby

"Choosing an unorthodox feature may take up more time than just implementing it directly took."


[edit] 2014 7DRLs

ElvinRL

"Oddly enough, the shortcomings of ElvinRL are what have taught me the most about making an RL game."


[edit] 2015 7DRLs

[edit] Tutorials

2011 Java Tutorial

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


[edit] Roguelike Radio Episodes

IRDC 2012 Retrospective

2013 Retrospective

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