
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.
AI Snips
Chapters
Books
Transcript
Episode notes
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.
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.
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.





