

Roguelike Radio
Andrew Doull, Darren Grey, Ido Yehieli etc.
Welcome to Roguelike Radio, a podcast about roguelikes.
Episodes
Mentioned books

13 snips
Feb 23, 2013 • 0sec
Episode 62: How to Make a Good 7DRL part 1
Guests include Darren Grey, Tom Ford, Numeron, Eben Howard, Ido Yehieli, and Jeff Lait. They discuss creating a good 7DRL, defining and ranking roguelikes, the supportive game developer community, text in games and permadeath, death in video games, game experience and advice, using SquidLib for unique games, designing roguelikes, and the challenges of developing on mobile.

Feb 16, 2013 • 0sec
Episode 61: libtcod (aka the Doryen Library)
The is episode 61 of Roguelike Radio, where we talk about libtcod, the immensely popular roguelike toolkit and display library for python and C++. Talking this week are Darren Grey, jice, mingos/Dominik, Joao/Jotaf and Jeff Lait.
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Feb 6, 2013 • 0sec
Episode 60: The T-Engine
Rejoice, for Roguelike Radio episode 60 has arrived! This week we discuss the T-Engine, used to support ToME4 and independent roguelikes. Talking this episode are Darren Grey, Nicolas Casalini (aka DarkGod), Ben Morrison, Sean Osman, Eric Wykoff and Mikolai Fajer (all developers using the T-Engine).
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Jan 28, 2013 • 0sec
Episode 59: Sil
Roguelike Radio episode 59 is here, with Andrew Doull and Darren Grey discussing Sil.
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Jan 11, 2013 • 0sec
Episode 58: The Resurrection of ADOM
Happy New Year roguelike fans! It's 2013, we're all still alive, and we're back with a new episode of Roguelike Radio. This week we cover the Resurrection of ADOM, with Darren Grey, Thomas Biskup and Ignacio.
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Dec 28, 2012 • 0sec
Episode 57: Roguelike of the Year 2012
Hosts discuss challenges in determining Roguelike game of the year, controversy over erotic roguelikes, appeal of Lua for scripting in game development, trend of first person shooter roguelikes, debate over whether commercial action RPGs qualify as roguelikes, discussion on what constitutes a roguelike and exploration of introducing tiles and cool items in the game. They also mention recent updates and releases in the genre, highlight popular roguelike games and their communities, and express disappointment in the lack of game discussions in general communities.

Dec 18, 2012 • 0sec
Episode 56: Interview with FTL Developers, Justin Ma and Matthew Davis
Justin Ma and Matthew Davis, developers of the roguelike spaceship sim FTL, discuss the game's influences from board games, its scale and setting, the mechanics and design choices of crew members, advanced tactics and dialogue events, risk and crew member survival, flaws in the system, and post-release activities and future plans.

12 snips
Dec 8, 2012 • 0sec
Episode 55: Strategy Games
Troy Goodfellow, founder of the strategy game podcast Three Moves Ahead, joins the discussion to explore the intersection of strategy games and roguelikes. The conversation dives into the evolution of roguelikes, emphasizing their unique mechanics compared to traditional strategy titles. They dissect how players handle failure, showcasing emotional journeys in games like Dark Souls and Dwarf Fortress. Furthermore, the guests discuss the crossover potential between fantasy strategy and roguelikes, highlighting indie innovations shaping the future of gaming.

9 snips
Nov 27, 2012 • 0sec
Episode 54: Game Jams
Guests Darren Grey, Ido Yehieli, Michael Brough, Sos Sosowski, and Zapa discuss the thrill and challenges of participating in game jams. They share their experiences, talk about popular game jams like the Seven Day Roguelike Challenge and Ludum Dare, and explore the benefits of participating in game jams including creativity, learning, and community.

6 snips
Nov 22, 2012 • 0sec
Episode 53: Game Design in Academia
Listen as Darren Grey, Tom Betts, Michael Cook, Ian Horswill, Leif Foged, and Andrew Doull discuss the intersection of game design and academia. They explore automated game design, constraint technology, crossover between game design and other fields, designing games with a multi modular AI program, exploring 3D roguelike game development in Unity, procedural content generation in a dungeon crawler game, presenting academic concepts to a general audience, moving beyond copying existing games, open access to academic research in game design, challenges and solutions in collaboration between academic and indie game development communities, challenges of procedural content in game design, and an open source bibliography database and academic events.


