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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.



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

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."

Swift Swurd

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