Roguelike Radio

Episode 86: How to Make a Unique 7DRL

11 snips
Mar 5, 2014
Join Eben Howard, a roguelike developer known for his experimental projects like Emo Squid, and Aaron Steed, a game developer who thrives on the 7-Day Roguelike challenge. They dive into unique mechanics for 7DRLs, exploring the complexities of 3D design versus traditional gameplay. Hear their insights on integrating audio for feedback, the challenges of multiplayer, and the joys of leveraging procedural generation. With tips on prototyping fast and focusing on standout mechanics, this discussion is packed with wisdom for aspiring game creators!
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ANECDOTE

Emo Squid's 3D Experiment

  • Eben Howard built Emo Squid as a fully 3D roguelike showing 15 stacked grid layers to present all nearby Z-levels at once.
  • The view solved information loss but made play extremely taxing and hard to plan due to 27-direction movement and apparent teleporting.
INSIGHT

The Lighthouse Problem In 3D

  • Showing full 3D information at once avoids the 'lighthouse' camera problem but overloads player cognition in turn-based play.
  • Eben concludes pure 3D roguelikes clash with human spatial intuition and turn-based teleport visuals.
INSIGHT

Platformer Roguelikes Are Promising

  • Side-scrolling turn-based platform roguelikes are an underexplored but playable niche with strong potential.
  • Destructible and dynamic environment effects amplify strategic depth in that space.
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