Roguelike Radio

Episode 26: How to Make a 7DRL

4 snips
Mar 8, 2012
Darren Grey, Ido Yehieli, Jeff Lait, corremn, and Joe Bradshaw talk about creating a roguelike game in a week, defining success in the 7DRL challenge, the evolution of roguelike games, using LibTCOD for game development and the debate on color palettes, exploring aesthetics and game making programs, using T-Engine for game creation, focusing on game development without distractions, choosing one gimmick for a game, the importance of transparency in game design, providing instructions and bug fix releases, and making a successful game through uniqueness and planning.
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ADVICE

Aim For A Playable Core Fast

  • Treat the seven-day roguelike as a tight timed challenge: aim to finish a playable core quickly.
  • Prioritize a minimal viable loop and polish during remaining days.
ANECDOTE

Many Attempts, Some Failures

  • Karim attempted many seven-day roguelikes and completed five while failing two.
  • He finds the challenge tough but enjoyable and motivating to produce finished work.
ADVICE

Treat The Deadline As Final

  • Ship a version that feels final at the deadline and avoid relying on post-deadline fixes.
  • Make the game playable early so whatever exists at the end feels complete.
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