Roguelike Radio

Episode 103: IRDC 2015 UK

Jul 14, 2015
DarkGod (Tales of Maj'Eyal developer) on modability and community add-ons. Alan Charlesworth (YouTuber/reviewer) on conference takeaways and audience practices. Mark Johnson (IRDC organizer and Ultima Ratio Regum developer) on conference logistics and procedural worldcraft. They discuss procedural generation, AI challenges, level aesthetics, making death meaningful, and modular community content.
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INSIGHT

Real-Time Roguelikes Break AI Assumptions

  • Tommy's Spelunky AI talk highlighted unique AI challenges from real-time, physics-driven roguelikes versus turn-based ones.
  • Developers should study academic AI techniques to refresh decades-old roguelike AI approaches.
ADVICE

Seek Academic AI Techniques

  • Look into academic AI research and new techniques rather than reusing the same 3–4 approaches.
  • Expect to adapt ideas rather than find ready-made libraries for roguelike needs.
INSIGHT

Omnigrid Creates Rich Level Aesthetics

  • Pete Hurst demoed live procedural generation and the Omnigrid technique for varied caverns and dungeons.
  • Small, composable steps plus noise yield distinct level aesthetics beyond simple BSP rooms.
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