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Roguelike Celebration
Roguelike Celebration
Roguelike Celebration
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Roguelike Celebration is a nonprofit community-generated conference that celebrates roguelike computer games and related topics, including procedural generation and game design
Josh Galecki - Procedurally Generating Puzzles
14:27
7 месяцев назад
Jonathan Lessard - A Simulation with a View
16:12
7 месяцев назад
Nat Alison- In Defense of Hand-Crafted Sudoku
29:54
7 месяцев назад
Scott Burger- The Data Science of Roguelikes
32:59
7 месяцев назад
Ludipe - Exploring Pacifist Roguelikes
15:57
7 месяцев назад
Комментарии
@taylorfisdboss5200
@taylorfisdboss5200 22 часа назад
I really enjoyed this talk. It’s a good resource :3
@paraflamdragonruff9487
@paraflamdragonruff9487 День назад
I actually DO have a new found knowledge and appreciation. Thanks.
@googleaccount5225
@googleaccount5225 2 дня назад
I love learning about the history of these games
@DobinSergei
@DobinSergei 8 дней назад
10:20 "Baboonsboon"! 👌
@DobinSergei
@DobinSergei 8 дней назад
To make it simple, history generation in CoQ is like this. Every time you start new game, RNG seed generates new set of 5 Sultans, which names would be mentioned in description of some objects in the world. 🎉 Besides we have a static worldmap with static cities, and procedural generated dungeons.
@blackavar1454
@blackavar1454 9 дней назад
I don't know where to set the color of the signs/letters - all of them are white. Where do I find this in notepad++ or in windows text editor?
@PJutch
@PJutch 11 дней назад
Actually I'd love to see a game with very confusing layouts generated) Anyway, great talk!
@CalebCurry-qg5mn
@CalebCurry-qg5mn 22 дня назад
Incredible work.
@benjaminlehmann
@benjaminlehmann 29 дней назад
Great insights. Thanks. Really enjoyed that
@twinwassold
@twinwassold 29 дней назад
reading the comments now after it released, the reactions are so different...
@twinwassold
@twinwassold Месяц назад
this so so unserious i love it lol
@jamesbrincefield9879
@jamesbrincefield9879 Месяц назад
I’m glad I’m not the only one who can’t say or hear the phrase “nothing at all” without thinking of Flanders.
@Jlerpy
@Jlerpy Месяц назад
What is the setting you always turn off in Invisible Inc.?
@Hector-bj3ls
@Hector-bj3ls Месяц назад
It's funny. The problem he described in the beginning is exactly what the left wing wants for the whole world. Everyone everywhere to be exactly the same.
@jibbyfoob
@jibbyfoob Месяц назад
What's the name of the game at 11:28? Edit: Oh I just found it lol, it's Rymdkapsel
@TheCLion
@TheCLion Месяц назад
what is that crazy looking game in the beginning of the presentation? great talk!!
@nangld
@nangld 2 месяца назад
Modulo 100 does have subtle ingame effects, usually expressed by missing enemy several times in a row, when your hit chance is 95%. So unless you want frustrating users, avoid it. In more serious modelling you will just get incorrect results, which may or may not help proving your hypothesis and getting more grant money.
@jsivonenVR
@jsivonenVR 2 месяца назад
GOAT
@adt4864
@adt4864 2 месяца назад
6:37 I don't know how recent this speech is, but in the latest version, player characters do have innate traits. They're not really game changers so it's not that important anyway
@samuelgibson780
@samuelgibson780 2 месяца назад
Everyone should check out a Mage run in Moria at least once. Thanks kind sir! Very informative. 🙏
@HAL_NlNETH0USAND
@HAL_NlNETH0USAND 2 месяца назад
Bro been playing from the start had 7 salves and didn't use one
@lophyre1380
@lophyre1380 2 месяца назад
I do not understand how the BSP leads to no rejection though. We have just divided the map into half a couple of times? 🤔
@wesleywilliams1156
@wesleywilliams1156 2 месяца назад
Dude coding that must have been a monster.
@ekagaurangadas
@ekagaurangadas 3 месяца назад
So the speaker is looking at the original K&R C code as I see the definition of function parameters... Then I checked GitHub and the source code seems update to post ANSI C
@Vedranation
@Vedranation 3 месяца назад
Amazing presentation. Clean, easy to understand, with great visualition. Thank you
@creativecolors1166
@creativecolors1166 3 месяца назад
I created A tic tac toe AI and Connect 4 AI. why havent i known about you
@DavidPD555
@DavidPD555 3 месяца назад
Great talk! Performance characteristics are cool but the real reason I'm drawn to learning ECS architecture is that sometimes I _really_ want to be able to treat my game like it's a database. I was doing a tutorial (Hands on Rust by Herbert Wolverson) where putting an item in your inventory was as simple as adding a CarriedBy (player) component to the item. I can really see a lot of possibility to think of the _relationships_ between components when designing new systems.
@user-xr5dx9ww1l
@user-xr5dx9ww1l 3 месяца назад
Thank you guys! I feel so much more motivated to bit the game. (never actually got thither then level 14, tried many times. And it's just so nice to see that it's possible)
@crouchingpython3294
@crouchingpython3294 3 месяца назад
Amazing and inspiring! Love the small or tiny esthetic and also that you did it all in PICO-8.
@jonathanlochridge9462
@jonathanlochridge9462 3 месяца назад
That juicey game is funny and silly.
@boblee8069
@boblee8069 4 месяца назад
What game?
@humanharddrive1
@humanharddrive1 4 месяца назад
so that's why jupiter hell seems inspired by doom. it was made by the guy who made doomrl
@terry-
@terry- 4 месяца назад
Great! Always good to hear about design. Also shout out to Lazy devs!
@terry-
@terry- 4 месяца назад
Great! Interesting talk!
@JohahnDiechter
@JohahnDiechter 4 месяца назад
This man took so much of my time and I am happier for it.
@yevheniitsybulskyi2020
@yevheniitsybulskyi2020 4 месяца назад
Pyxel ❤
@Wild_Cat
@Wild_Cat 5 месяцев назад
David Brevik is the TRUTH!
@show73108
@show73108 5 месяцев назад
I hope there is a mod where you are a god and rule the tribe like in black and white.
@lamer8310
@lamer8310 5 месяцев назад
beautiful man and beautiful work
@ulysseyang9733
@ulysseyang9733 5 месяцев назад
people are not into statisitc as I can see
@ulysseyang9733
@ulysseyang9733 5 месяцев назад
also, good talk
@ulysseyang9733
@ulysseyang9733 5 месяцев назад
it's really surprising how roguelike has a huge community because it has expended from its traditional self to a generic tag to put on games that don't fit anywhere. I really like the community even if I prefer traditional, I still think there are a lot of cool roguelike such as hades and binding of Isaac out there.
@dominiquefortin5345
@dominiquefortin5345 5 месяцев назад
The vt100 terminal was the successor to the vt50 which replicated the dimension of a standard IBM punch card that had 80 columns by 12 lines.
@sergesolkatt
@sergesolkatt 6 месяцев назад
@user-cn4qb7nr2m
@user-cn4qb7nr2m 6 месяцев назад
On this topic, check out Fidel Dungeon Rescue, it is the most successful implementation of these types of puzzles I can recall. The variability is achieved through random combination of mechanics. Also, puzzliness is lowered by making a goal variable with many solutions, which helps a lot.
@user-cn4qb7nr2m
@user-cn4qb7nr2m 6 месяцев назад
Please make Into Ruins 2! And this time please consider the part of your audience that posses eyes. Dump pico8.
@geisttraft7190
@geisttraft7190 6 месяцев назад
Interesting talk, but the puzzle examples in the presentation don't seem that engaging to solve repeatedly. They lack any major "a-ha" moment (like the puzzles in Baba Is You or Monster's Expedition) and feel more like the sort of puzzles you'd solve in the Sunday newspaper. That's fine as a small distraction meant to break up the game's pace, but I wonder if there's a way to make more interesting puzzles with some of the elements from the truly great puzzle games. One issue that comes to mind is that a lot of puzzles in puzzle games are designed around a specific interaction between two or more elements that a player hasn't seen before, causing them to learn something new with every puzzle. That's difficult to replicate in a roguelike, since once the player learns the interaction, they'd be able to solve any puzzle that relies on that interaction pretty easily. You'd need either a massive list of different interactions to use or procedurally generate new interactions with each run.
@user-cn4qb7nr2m
@user-cn4qb7nr2m 6 месяцев назад
Agreed! I'm obsessed with this idea of generating conceptually novel problems.. I tried to make open world thingie where object types generate dynamically with different rule combinations as you explore, but the project went nowhere. My solution for the moment is loosening the puzzliness of the problem, opening multiple possible goals that the player could pursue. Working on it...
@settergren938
@settergren938 6 месяцев назад
I've been thinking about this as well. What I believe causes the difficulty is that puzzles that teach game mechanics are designed specifically with the intent to convey emotions to the player, and the puzzles are also often integral to the game's story (as in Baba is You and Can of Wormholes). Generating such puzzles would be just as hard as generating meaningful literature, since they have to be coherent with an overall structure in addition to being novel on their own. Frankly, I still think that the puzzles described in this video are meaningful in their own way, since they provide atmosphere and an 'illusion of design' to the game's world. I particularly like the open-ended river puzzle, since the dams interact with each other in interesting ways, which helps prevents the player from finding a simple formula which solves any problem of a given type (which might become an issue with the torch puzzle).
@user-cn4qb7nr2m
@user-cn4qb7nr2m 6 месяцев назад
​@@settergren938 Cool, I want then to make some points about free puzzles. I think strict puzzles are one of the most mature game genres today (top 2, beside logic competetives), love it. But also recently I started thinking about art in general and returning to puzzles, I thought "What a hubris you need to have, to make hundreds of people retrace your exact mental path in this particular interactive system. It kinda assumes that you know what is the most interesting and valuable about the system." What's the alternative? You make a complex system, you teach the basics in the best way possible and then you let go of the player. Do not set the upper bound on their progress, let them explore the rules at their pace in their chosen direction. Procedural generation is about it. Over time it abstracts mind from details and shows the system itself.
@moonroofstudios9705
@moonroofstudios9705 5 месяцев назад
Hello, speaker here. I agree with your points here. This Moondrop's puzzles are meant to be small challenges rather than any sort of 'storytelling' puzzles which evoke emotions or those moments of deep insight. (Credit to Nat Alison for the storytelling idea - I think you'd really enjoy her Rogulike Celebration talk "In Defense of Hand Crafted Sudoku": ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-rcIVCrddozQ.html.) Puzzle games like Monster's Expedition or the Witness are fantastic, but they are a different breed than procedural-generated roguelikes. They aren't meant to be replayed the same number of times. Different constraints. For Moondrop, the focus of the puzzle section isn't puzzle-solving, but rather exploration. The puzzles are things you can encounter, but I've seen playtesters not even realize that certain puzzles are puzzles. (I mean, the mazes and such are obvious, but some are more subtle.) And once you realize there's something there, you have to figure out what to do with it. Once you've learned the mechanics of each puzzle, then further repetitions give you something to do, but you've exhausted the "a-ha" moments of the puzzle. At the same time, the variety of initial conditions often means you can't just solve these on autopilot either.
@isobelshasha2095
@isobelshasha2095 6 месяцев назад
💐💐💐wow yeah
@delibellus
@delibellus 6 месяцев назад
"cpu's have been getting twice as faster, we get to be twice as lazy as developers" *jonathan blow wants to know your location*
@user-ji3cp2fu1l
@user-ji3cp2fu1l 6 месяцев назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ax-VDjDOF1I.html
@artobe4258
@artobe4258 6 месяцев назад
Really good explanations, thank you Mark.