Roguelike Radio

Episode 133: How to Make a Traditional 7DRL

14 snips
Feb 27, 2017
Join Jeff Lait, a seasoned 7-Day Roguelike developer, as he shares his wealth of experience in designing traditional roguelikes. He delves into the significance of 'roguelikeness' scores and debates whether developers should conform to community expectations or innovate freely. The conversation highlights the trade-offs between art and mechanics, the importance of player learning through challenge, and clever design tips like using traditional tropes with a twist. Jeff also emphasizes the role of permadeath and immersive gameplay to engage players effectively.
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INSIGHT

Innovation Versus Tradition

  • Innovation and traditional roguelikeness often pull in opposite directions in seven-day jams.
  • Achieving both high innovation and high roguelikeness is unusually difficult in short scope.
ADVICE

Scope Art Work Carefully

  • Avoid spreading yourself thin by creating custom tile art unless it truly adds value.
  • Prefer ASCII to reduce art workload and focus on coding and systems.
ANECDOTE

Firetail Changed By Player Reaction

  • Darren expected Firetail to feel traditionally roguelike but players criticized its level structure and feel.
  • He then added traditional room-and-corridor dungeons to increase perceived roguelikeness.
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