This is episode 70 of Roguelike Radio, where we talk about Introducing People to Roguelikes. Speaking this episode are Ido Yehieli, Darren Grey, Eben Howard and Aaron Steed. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - /r/roguelikes, where many come to seek advice on which roguelike to play - Aaron's Ending, which flumuxes non-roguelikers with its turn-based bump-to-attack mechanics - Loose mechanics that allow experimentation being more approachable - Dwarf Fortress as the most popular "my first roguelike", in spite of the usual thoughts of roguelikes needing to be streamlined with simple controls to be accessible - Introducing people to streamlined and accessible coffeebreak games vs complex traditional games with more depth - Catering recommendations to the individuals and what they enjoy - How tight, focused games can be less accessible than big, messy games - Showing people games in the right environment - The importance of theme, story and visual style to grab people from the start, such as in FTL and Dungeons of Dredmor - "There's no poop in Zelda" - Aaron - A long but entrancing aside about Eternal Knights, a roguelike arcade gambling machine with real money rewards that Eben played in Japan - is this heaven or hell? - Lack of social elements in most roguelikes, which can often help get friends together - Genre fusion games attracting people from those other genres - Being available to answer questions and chat about the game - The desire to chat about procedurally generated experiences with friends - Go out and convert people to roguelikes! Go! Enslave them!! Roguelikes that can be good to introduce people to: - Ending - see how much it confuses you with its outlandish "attack" ability! - Cardinal Quest, Zaga-33, Vicious Orcs for streamlined controls and mechanics - Dwarf Fortress for outright complexity and sim-style gameplay - FTL, Sword of the Stars: The Pit - sci-fi theme - DoomRL - it's Doom, muthafucka! - Shiren the Wanderer - can appeal to JRPG fans and keeps people hooked on depth with ongoing story - Mystery Dungeon series - very accessible for all ages - The Wizard's Lair - A new indie roguelike being developed in the Mystery Dungeon style - ADOM and ToME4 for overworld and story - especially ToME4's Old RPG tileset mod - POWDER for quick plays and the joys of randomness - DCSS and Brogue for balanced and complex games - Desktop Dungeons - puzzley gameplay - Bonfire - JRPG style roguelike still in development - Shoot First, The Binding of Isaac, Teleglitch - action-y roguelikes - Mobile games: 100 Rogues, Legends of Yore, Sword of Fargoal, Dungeon Ho, Brogue on iOS Join us next time for potentially some coverage of Sword of the Stars: The Pit. (Yes, I know we said that last week...)
This is episode 69 of Roguelike Radio, where we talk about Boss Fights. Speaking this episode are Andrew Doull and Darren Grey. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - RogueTemple thread that inspired the discussion - Darren is not a boss - The proliferation in boss fights in all the major roguelikes other than Brogue - Special random fights vs unique enemies - Puzzle bosses vs resource sink bosses - Theme and flavour and how giving a creature a unique name changes a player's view of it - Sharing experiences of preset bosses with other players, and using them as markers in the game to foster discussion - The different roles of bosses: optional extra challenges, gating mechanisms, resource drains, structured tension, waypoints, end game "go all out" challenge - Common mistakes in making bosses: making them impossible for certain builds, immune to status effects, able to heal too fast, too easy for certain builds - Fitting bosses into the game's overall difficulty curve and pacing - The ADOM bosses with themed levels and minions - Spoiler-reliant bosses, how this can be a problem, how to mitigate spoiler reliance and sometimes just accepting that the players have to learn for themselves - The dynamic of boss minions, as a resource drain and as extra tactical and dynamic depth to the boss fight (and a great example of this from Angband) - Reward for bosses - opening up new parts of the game, experience progression, special items - Our most memorable boss fights (Darren in ADOM and Andrew in Angband) - Unique environments as part of the boss fight or additional challenge - Fixed content vs random content - Bosses that you don't have to kill Join us next time for potentially some coverage of Sword of the Stars: The Pit.
This is episode 68 of Roguelike Radio, where we discuss many of the failures from the 2013 7DRL Challenge. Talking this episode are Darren Grey, Eben Howard and Simon Donnelly (aka SRD). This is the third episode in this year's 7DRL coverage, following on from our last episode covering many of hte top successes. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - Reasons for failures, including bad scope, fiddling with visuals, or just wasting time - Some failures of the guests, including Darren's Lion King and Rogue Rage, and Simon's KleinRL, Time Travel Roguelike and Threaky Thriday Thieth - Simon's experience making a mind-swapping 7DRL (find a playable build here) - The trouble continuing a failed project and finding motivation outside of the challenge - Eben's blogpost highlighting some failures, including a cool looking FTL-like Drifting in Solar Winds with a procedural galaxy map - gim's failure highlights on 7drl.org - How many failures are better than the declared successes, and how learning from a well attempted failure is certainly much better than not learning from an unambitious success - Eben's noticed trend of product quality of both success and failures being inversely proportional to developer apathy - Forest Story by Ed Key, a survival roguelike where you forage food in a forest - A Rogue Dream by Michael Cook, where the theme, graphics and abilities are procedurally generated based on Google searches for the noun you choose as your PC - the code is open source - Super Mario RL by Aaron Steed, which is an interesting pre-cursor to Bump! - Laihe Lausumahan by subliminal, which is individual and intriguing but immensely confusing - RogueAI, a promising looking Unity roguelike - Some videos of unreleased failures: Clerk's Creed, unnamed by Terry Cavanagh, Scar Fell by Sophie Houlden, - The value of 7DRL retrospectives from both successes and failures - Getting over failure, in particular by going and making another game! Just be sure to learn from your failure and be able to build on what you've done. That's it for our 7DRL coverage this year! We'll be back to discussing design topics next week...
This is episode 67 of Roguelike Radio, where we discuss many of the top games from the 2013 7DRL Challenge. Talking this episode are Darren Grey, Eben Howard, Thomas Birkel (aka GameHunter/UberHunter) and Jo Bradshaw. This is the second episode in this year's 7DRL coverage, following on from our last episode interviewing several successful participants. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - Discussion of GameHunter's 7DRL Let's Play videos and how useful this is as feedback to developers - Particular highlight games for the panellists - How some of the "not really a roguelike" games can still be interesting - Jo Bradshaw's mini-reviews of 150 7DRLs - Gimmicky 7DRLs, and how a game can be centred well on a single mechanic or cool idea - Exploring mechanics when focusing on a single theme - The need for content alongside the gimmick or theme to properly explore the mechanics - The difficulty of getting the balance right in a 7DRL - Some discussion about long dungeons and no-brainer exploration and combat wasting a lot of time in many roguelikes - Huge wealth of themes explored this year, and a big departure from the usual dungeon crawler theme - The failure of Unity, with many developers showing promising looking screenshots during the week but no games or incomplete games at the end - rot.js as the big successful technology used this year, with some GameMaker successes too - Roguelikes by people who don't know about roguelikes or are relatively new to the genre There were many many many games discussed, including (in order of discussion): - Mosaic - tile-laying game with procedural music by Darren Grey - A False Saint, an Honest Rogue - versus nature game with interesting changing viewpoint by Jere - 86856527 - hacker-themed resource and progression game by Michael Brough - Attack the Geth - Mass Effect themed game by Eben Howard - Borstal - story-based game about a juvenile prison by @thotep & @regisekpl - Rodney - high scope dungeon crawler with many interesting special moves by Slash - Tower of Despair - roguelike where facing matters and with customisable text files by Team Kalamakkara - Farm RL - crazy procedural farming sim by Hi - KlingonRL - resource-based space game with a cloaking Bird of Prey, by Jo Bradshaw - Bump! - turn-based platformer with terrain destruction by Aaron Steed - Gelatinous - play a slimy Gelatinous Cube eating adventurers, by Jason Pickering - Nya Quest - cat vs many mice where careful facing and moves matter, by Geminosity - Pugnacious Wizards - very deep spellcaster game with cool spell effects, by Trystan - Delusions of Grandeur - illusionist roguelike where you have to trick the enemy by Derrick Creamer - The Reset Button - time travel roguelike, though a bit incomplete, by eliotn - Chicken and Thyme - another time travel game with a very individual theme - Tetrogue - Tetris-themed roguelike where you build things with tetrominos, by Konstantin Stupnik - The Aurora Wager - hot air balloon game, but sadly lacking in roguelikery, by Team Grenoble - Cosplay Mystery Dungeon - cosplay-themed roguelike by AJ and Switchbreak - Live As Long As Possible - roguelike where time only progresses when you're acting, by Edwin DeNicholas - Disc RL - Tron-themed roguelike without light-bikes by skeeto - Fisticuffmanship - positioning-based melee roguelike by Ido Yehieli - Quadropus Rampage - action RPG with professional quality graphics by Butterscotch Shenanigans - Possession - play a ghost possessing different monsters and getting their abilities, by Taylor Vaughan - Hoplite - Greek-themed melee roguelike by Magma Fortress - Double Rogue - roguelike on a 3D sur
This is episode 66 of Roguelike Radio, where we discuss the 2013 7DRL Challenge. Talking this episode are Darren Grey, Jeff Lait, Paul Jeffries, Eben Howard, Tom Ford and Yuji Kasugi - all 7DRL victors this year! This first episode in what will be a series of 7DRL coverage focuses on the immediate reaction of a number of successful developers. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - Gasping in amazement at the 154 successful roguelikes, with a big pat on the back to everyone who was successful! (And a sympathetic hug for those who failed!) - Gasping in further amazement at GameHunter's start on Let's Playing every 7DRL, and Jo Bradshaw's mini-reviews of ALL 7DRLs already! - The 7DRL London Afterparty (if you missed it you missed out!) - Yuji Kosugi's Versus Time, a 2-4 player local multiplayer roguelike, turn-based but with a chess clock system, an impressive success for a first time 7DRLer - Paul Jeffries' Rogue's Eye, a first person Dungeon Master style game with roguelike gameplay (which was a big break away from what he originally started working on) - Eben Howard's Attack the Geth, a Mass Effect themed sci-fi roguelike with cool sounds - Tom Ford's FlatlineRL, a combat and positioning focused roguelike with a lives system, somewhat inspired by Hotline Miami - Jeff Lait's Malachite Dreams, an exploration game that seeds itself from your character name, with procedural puzzles that require physical note-taking - Darren Grey's Mosaic, a map manipulation game with a roughly coded procedural sound engine that generates music based on how you've filled in the map - How sound can add to a game, and some of the challenges in getting this to work well for games - Mucking about with random sounds on bfxr can produce good results - Particle effects, woo! - Lessons learned, things we're proud of, and stuff that helps build for the future - David Craddock's daily interviews with several 7DRLers, and the advantage of having to give brief daily updates to someone else and regularly reflecting on plans - The joys of creation! - Remembering the failures, some of which looked very hopeful - there are some overviews from Eben and gim - Further discussion on RogueTemple and 7drl.org Join us next time for a wider look at this year's epic crop of Seven Day Roguelikes!
This is episode 65 of Roguelike Radio, where we discuss Roguelike Communities, including both developer and fan communities. Talking this episode are Darren Grey, Nicolas Casalini (aka DarkGod) and Brian Jeffears (aka getter77). You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - Brian and Darren's tentacles throughout the roguelike community - DarkGod's minions, and the community features he has built into Tales of Maj'Eyal - How most roguelike fans are focused into single and disparate game communities: ToME, ADOM, DCSS, Angband, Nethack, Brogue, DoomRL, Dungeons of Dredmor - The reasons why many players only ever significantly play one and only one roguelike - How the ASCII Dreams Roguelike of the Year poll represents community acitivty - The struggle for small games to get players and visibility - Sites with general roguelike discussion: RogueTemple, Something Awful Forums roguelike thread, Bay12 Games "Other Games" forum, reddit/r/roguelikes - The #rgrd IRC channel for live chat with other developers - The confluence of developers on Twitter, including Darren and Ido - The TIGSource development forums - Just how lovely and friendly roguelike communities are and how welcoming they are of new players and respectful they are to each other (yes, that includes you, dear listener!) - Player generosity in funding, including the ADOM Crowdfund, the DoomRL donation drive, and the regular donations for Dwarf Fortress and Tales of Maj'Eyal - The role of communities in the formation and evolution of roguelikes, and how all the major roguelikes have been built upon player suggestions - The benevolent dictator set-up for development, and how this works well for roguelikes, and why this makes it important for big projects to pull fanbases together early on - Lots of Finns play ADOM, we don't know where the Japanese are hiding, and other such roguelike demographics - In-person meetings, including LondonIndies, TIGJams, GDC and of course the upcoming International Roguelike Development Conference in Poland 7th June - The blogosphere (god I hate that word) and RogueBase to keep track of roguelike blogs - Potential for engagement with the pen and paper RPG communities - An open question for you: What other major communities do you know of? Join us next time for a start of our response to this year's epic crop of Seven Day Roguelikes!
This is episode 64 of Roguelike Radio, which is a large panel discussion about competitions in roguelikes, including the monthly Angband competition, the weekend Brogue competition, the Junethack and /dev/null Nethack competitions, the biannual Dungeon Crawl: Stone Soup tournament and the ADOM "Weakest Link" competition. Talking today are Nick McConnell, Francis Garcia, Steven Steinke, Patric Mueller, David Ploog, Rachel Dillon, Darren Grey and Andrew Doull. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - The Angband competition started by Tony Holmes and currently run by Nick McConnell - The weekend Brogue competition started by mikeym and currently run by Francis Garcia aka fugori - A Brogue midweek competition started by Steven Steinke aka sorta-stupid, which used a shared save file in media res (this is different to the current Brogue midweek competition) - The Junethack competition which Patric Mueller is involved with, including his presentation at IRDC 2012 (pdf) - The differences in motivation and approach between Junethack and the original /dev/null Nethack competition - The Dungeon Crawl: Stone Soup tournament started by Rachel Dillon and the interplay between the development of DC:SS and the post release competitions (some stats from David Ploog) - The ADOM "Weakest Link" competition started by Darren Grey and how the ADOM community approaches competitions in a different light (you can find more examples by searching for "weakest" in the ADOM forum thread titles) - How player skill and enjoyment is affected by a competitive environment - How scoring systems influence player behavior and ways of encouraging risky play Join us next time for an episode on communities.
Welcome to Roguelike Radio episode 37, recorded from the site of the International Roguelike Development Conference 2012 in London. Talking this ep are.... a dozen different people. It's probably all very confusing! You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Sound quality is fairly rough and ready this week - we might try and get a more polished version out later. Topics discussed this week include: - Overview of the day - The Roguelike Renaissance - Developing for mobile devices - Hard selling of the T-Engine - Making a living from developing roguelikes (by Ido) - Demographics of roguelike players - The need to focus on tight mechanics and cut out the chaff - How coffeebreaks deserve more attention and the need to champion them more - What coffeebreaks can't do We'll be back tomorrow with more from IRDC 2012!
This is episode 63 of Roguelike Radio, where we continue our previous discussion on How to Make a Good 7DRL. Talking this week are Darren Grey, Tom Ford, Numeron, Eben Howard and Jeff Lait. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - The dangers of messing too deeply with procedural content and clever AI - Making what's special about your game stand out more - Using a single hit point model to keep your scope down and force some innovation out - The pros and cons of scope - Motivations for doing a 7DRL and what to expect to get out of it, and the sheer fun of the week - Why everyone thinks their own roguelikes were so highly rated (in modest terms, of course) - Having a good theme and name and not having them too generic or hard to search for - How much time to spend planning and thinking, and retaining flexibility for changes to plans during the week - Everyone's game plans for this year - What we'd like to see come out of the challenge this year - An encouragement to join in discussion on the #rgrd IRC channel Join us next time for an episode on player challenges.
This is episode 62 of Roguelike Radio, where we talk about How to Make a Good 7DRL. Talking this week are Darren Grey, Tom Ford, Numeron, Eben Howard, Ido Yehieli and Jeff Lait. Due to the length of the recording it has been split into two recordings - the second part will be out in a few days. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. This episode follows up from the "How to Make a 7DRL" episode from last year, which had practical tips on organisation and time-planning. An overview of the guests for this episode: - Tom Ford (DDRogue, PrincessRL) - Ido Yehieli (CryptRover, Fruits of the Forest, A Most Peculiar Adventure, Detribus, Fuel) - Darren Grey (Toby the Trapper, Broken Bottle) - Numeron (Crown of the Forest, Domination, Domination Empires, Man in the Mirror, Nightfall) - Eben Howard (Excitable Digger, Earl Spork, EmoSquid, Wyrm) - Jeff Lait (You Only Live Once, Letter Hunt, Save Scummer, Fatherhood, Jacob's Matrix, Smart Kobold, Vicious Orcs, Sword in Hand) Topics discussed in this episode include: - The upcoming 2013 Seven Day Roguelike Challenge - The evaluation criteria used by the judging committee: Completeness, Aesthetics, Fun, Innovation, Scope, Roguelikeness - The elusiveness of Fun - The importance of not putting too much stock on the judging committee criteria - Coming up with new and unique ideas, especially in the realms of pushing the roguelikeness of a game and breaking tropes - The suggestion of an updated Berlin Interpretation at the next International Roguelike Developers Conference - How to grab people and keep them playing, and not wasting time in getting to the good stuff in a small game - Knowing your audience, and choosing to go "full geek" or wider appeal - Seeking feedback on the sixth or seventh day to pick up obvious and important issues - Polish, polish, polish! - The community spirit during the week on the #rgrd IRC channel - Doing things like tiles, visuals and writing when tired instead of the dangers of late-night coding - Story in 7DRLs and designing a 7DRL as a short story - Playing with permadeath and permaconsequence and death of different stages - The open space for innovation, especially when focusing very narrowly on one little area or feature - The alternative approach of everything including the kitchen sink and making a content-rich roguelike - The challenge of making a mobile roguelike Join us next time for part two of How to Make a Good 7DRL, where discussion includes what we think was so good about our past successes and our plans for this year.
The is episode 61 of Roguelike Radio, where we talk about libtcod, the immensely popular roguelike toolkit and display library for python and C++. Talking this week are Darren Grey, jice, mingos/Dominik, Joao/Jotaf and Jeff Lait. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - What is libtcod, its features and its history - The motivation for a roguelike library/toolkit, the limitations of curses, and the failure of attempts at bigger generic engines - libycod's particular suitability for 7DRLs - Jotaf's popular python tutorial and other tutorials - The advantages of python - The dangers of concentrating too much on eye-candy (but oh how sweet it looks) - The low number of mid-sized roguelikes, and the inability of many developers to show restraint - The value of a restricted palette and good colour choices for both design and aesthetics - Using Colour Scheme Designer for choosing matching colours (check out other web design resources too - they can be quite handy for text games) - The high number and variety of libtcod projects, including a Wolenstein-esque FPS and a fast-paced scrolling space shooter - Using Zeno's Necklace of the Eye as a tile frontend for libtcod games or for online capabilities - Off topic discussion of MMO RLs... - libtcod on Android - Why Jeff is stopping using libtcod (for aesthetics) - Some limitations with non-square fonts - Comparing and contrasting the *band codebase, libtcod and the T-Engine, and the niches each fill, and the potential for expanded use of Unity in future - A big thank you to jice for producing a library that has helped dozens of roguelikes get made! And will doubtless be key in several games being made for this year's Seven Day Roguelike Challenge in a few weeks :-) Next up in our 7DRL 2013 build-up series is a look at how to make a *good* seven day roguelike, with an all-star cast of developers!
Rejoice, for Roguelike Radio episode 60 has arrived! This week we discuss the T-Engine, used to support ToME4 and independent roguelikes. Talking this episode are Darren Grey, Nicolas Casalini (aka DarkGod), Ben Morrison, Sean Osman, Eric Wykoff and Mikolai Fajer (all developers using the T-Engine). You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - The T-Engine and Tales of Maj'Eyal reaching version 1.0 - History of the T-Engine and how it was made - Games (aka "modules") made in the T-Engine to date, including Bone Builder, Hellfire, Fae, Equal in Death, phage, and a whole bunch of Darren's games - Code from scratch vs using an engine, and in particular the advantage of an engine for a 7DRL - Why the T-Engine has succeeded where other generic engine attempts have failed, in particular the ability to cannibalise code from ToME - Flexibility of the engine, and built-in features including easy interface, real time and hex-grid options, particle effects, shaders, cross-platform out of the box, multiple field of views algorithms, map generators, auto-explore, character saving, etc etc. - Problems with the base example module provided for developers (and some agreement that we should maybe make a better one) - How to start out in making your own module (mostly muck about and copy-paste till things make sense :-/) - Some of the help available: the LuaDoc of the engine functions, a wiki guide, the module forums, #tome on irc.rizon.net - The highs and lows of Lua permissibility, and some tips on bug-fixing in the engine using the Lua console (ctrl+L in-game with cheat enabled), a gdb debugger (remdebug), and short-cuts to restart char (ctrl+shift+alt+R) or restart game (ctrl+shift+alt+N) after editing code whilst the module is running - So many particle effects! (in true Juice it or Lose it style) And cool shaders too. - Online and network support (and its limitations) - The module making competition with a €500 top prize from DarkGod for the best T-Engine game made by November 2013 - Everyone's plans for the Seven Day Roguelike Challenge, which has been announced for March 9th to 17th - Some other tips and tricks and recommended software for development, including SublimeText - Licensing, GPL3 (which requires engine games to be open source) and ToME resources Join us next time for a discussion of libtcod!
Roguelike Radio episode 59 is here, with Andrew Doull and Darren Grey discussing Sil. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. DISCLAIMER: Due to some very last-minute scheduling we didn't get a chance to include a more experienced player on this episode. Our opinions thus may seem ill-informed to players who know the game in depth. We hope to return to it in future with more experience under our belts and a few veteran guests. The episode still contains much design-orientated discussion that we stick by, as our opinions at least. Topics discussed in this episode include: - The Seven Day Roguelike Challenge 2013 call for dates - The upcoming International Roguelike Development Conference 2013, to be held in Poland from 7-9 June - What is Sil? A discussion of its Angband history, and how it is both different and similar from its *bandy brethren. - Motivation for the game's development, some of which were shared with ToME4. - Trying to be true to Tolkien in a roguelike. - The game's wonderful manual, which explains the game's mechanics clearly and extensively. - Discrete effects, low numbers, simple speed effects, lack of levelling, song-based magic, clarity of mechanics, and other excellent and original design elements. - Obligatory discussion of interface niggles and character creation woes. - Stealth in the game. - Darren hates dice, Andrew disagrees. - AI in the game. - The universal roguelike problem of how to keep the early game fun. - Sil as part of a modern wave of design-focused roguelikes. Join us next time for further roguelike discussion! Let us know below of any games you think we should cover.
Happy New Year roguelike fans! It's 2013, we're all still alive, and we're back with a new episode of Roguelike Radio. This week we cover the Resurrection of ADOM, with Darren Grey, Thomas Biskup and Ignacio. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. Topics discussed in this episode include: - Reflections on the abundantly successful crowd-funding campaign on IndieGoGo - What Thomas' wife thinks of it all - Dealing with the aftermath and organising the rewards - Fulfilling decades old promises - Touching decades old code, and its comparison with modern languages - A bit of celebration of the new content and gameplay modernisation in the 8 new releases in 2012 - Community involvement and suggestions - Response to ADOM and ADOM II coming 2nd and 3rd in the ASCII Dreams Roguelike of the Year 2012 poll - Schedule for ADOM development in the short and long term - The aim to get on Steam - Lessons learned from the crowdfunding campaign - Permadeath and taxes Join us next time for further highlights from the Roguelike of the Year 2012 poll.
Welcome to Roguelike Radio episode 57. This week we talk about the ASCII Dreams Roguelike of the Year 2012 poll. Talking this ep are Darren Grey, Andrew Doull and John Harris. You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes. We're a bit late in getting this published (it was recorded a week before the poll started) but there's still time to vote or change your vote! Topics discussed in this episode include: - How Andrew has put the list together - When is a game released? - Some controversy over erotic roguelikes - What we've covered this year on Roguelike Radio - FPS Roguelikes and the 7DFPS challenge - Necklace of the Eye - Some favourites this year, including FTL, ADOM, ToME, Brogue, Dungeons of Dredmor, Red Rogue, Teleglitch, DCSS, DoomRL, AliensRL, Halls of Mist, Sil, Cataclysm, Infra Arcana, Triangle Wizard, Weird Worlds, Zaga-33, MicRogue, Cogmind, HyperRogue, Drakefire Chasm, EarlSpork, Demonhunt, HydraSlayer - What we'll be covering in the new year Join us in 2013 for more roguelike-y discussion, and have a happy new year!