Brian Bucklew, cofounder of Freehold Games, dives into the fascinating 15-year journey of developing Caves of Qud, a roguelike game set in a rich post-apocalyptic world. He shares insights on the blend of sci-fi and fantasy that inspires its deep lore, and discusses the balance of handcrafted vs. procedurally generated design. The episode also highlights innovative terrain generation techniques and the transformative role of procedural generation in gaming. Bucklew reflects on technical challenges and future plans, including mobile adaptations.
Brian Bucklew's journey in game development showcases how early exposure and personal challenges shape unique game design philosophies in Caves of Qud.
Caves of Qud's innovative procedural generation redefines narrative engagement by emphasizing subjective storytelling rooted in character motivations and historical context.
Deep dives
The Journey of Game Development
The journey into game development began in the 1980s for Brian Bucklew, co-founder of Freehold Games. His early exposure to computers, influenced by his father's software engineering background, led him to experiment with basic programming on an Apple IIc. This foundational experience encouraged him to create simple text-based games, cultivating a passion for game design that would evolve over the years. As he transitioned from self-taught novice to an experienced game developer, the uniquely personal experiences and challenges he faced shaped his approach to creating Caves of Qud.
Inspirations Behind Caves of Qud
Caves of Qud draws from a diverse array of inspirations, notably including classic games like Rogue and literary works such as Gene Wolfe's Book of the New Sun. This blend of influences creates a world that is rich with lore and complexity, enabling players to explore deep themes of human history and civilization within a sci-fantasy setting. Bucklew explains that as they designed the game, they incorporated elements that reflect their interests and experiences, ultimately resulting in an environment that challenges conventional gaming norms. The game serves as a unique experiment that allows players to experience a long-rooted tradition in gaming while also embracing modern design principles.
Procedural Generation and Historical Context
The game employs a sophisticated procedural generation system, particularly in how it simulates historical contexts. Unlike conventional approaches that treat history as objective fact, Caves of Qud emphasizes the subjective nature of storytelling by generating narratives that are rooted in character motivations and contextual layers. This method allows for a rich tapestry of events where players can engage with the backstory of locations and characters dynamically, rather than merely receiving static lore. Through innovative techniques, the game creates a living history that adds depth and immersion to the player's experience.
Future Development Plans
Looking forward, the development team plans to continue expanding Caves of Qud while also exploring new game projects. Following the successful launch of version 1.0, discussions on potential expansion releases and mobile adaptations are underway. The team is also considering how to best approach UI challenges for mobile platforms to maintain gameplay quality. As their experience in game development grows, they remain committed to refining the game further, ensuring that it remains engaging and relevant for both new and returning players.
Caves of Qud is a roguelike game set in a richly detailed, post-apocalyptic world blending science fiction and fantasy. The game is known for its deep lore, emergent gameplay, and wildly creative character customization. It is a massive indie success, and recently hit a major milestone with the release of version 1.0 after 15 years of development.
Brian Bucklew is the cofounder of Freehold games which develops Caves of Qud. Brian joins the show to talk about his engineering background and the development of his game.
Joe Nash is a developer, educator, and award-winning community builder, who has worked at companies including GitHub, Twilio, Unity, and PayPal. Joe got his start in software development by creating mods and running servers for Garry’s Mod, and game development remains his favorite way to experience and explore new technologies and concepts.