You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
Firstly, apologies for the audio - it wasn't exactly a professional set-up. Secondly, apologies to Reddit for not covering your pre-submitted questions - we'll have an episode for those at some point soon!
Topics Discussed:
- Congratulations to Mark Johnson for running a smooth and successful IRDC at the National Videogame Arcade in Nottingham
- So many cool talks!
- Tommy Thomson on a bot competition to beat Spelunky, and AI bots in general
- Pete Hurst on detailed procedural generation of levels in DCSS
- Darren Grey on Alternative Death Systems (featuring Sean Bean), and the need for better design around when players are close to death
- Paul Jeffries on generative design in architecture, and some cool development tools he's built
- DarkGod on the major advantages of adding mod support to your games
- Sean Oxspring on Hashtag Dungeon, a roguelike based on Twitter data, and various weird stuff he's working on like an FPS based on live data from RedTube's API
- Michal Brzozowski on the development history and design of KeeperRL
- Johannes Kristmann on scripting in The Curious Expedition
- Ido Yehieli on a murder puzzle game he's developing
- Tom Ford on making a web version of Brogue, and what web hosting can allow
- T M Stoddard on a procedural level editor he made as his BSc project
- Tom Betts on the detailed and layered set of techniques he used for procedural generation in Sir, You Are Being Hunted
- Mark Johnson on new content in Ultima Ratio Regum - shoes, clothes, vases, religious buildings, and more! He promises some gameplay soon.
- Talk about the caves and pubs of Nottingham, including a pub in a cave beneath a castle, resplendent with flails and halberds!
- Talks are not on Youtube yet :( But you can watch the USA IRDC presentations!
- Also check out post-event write-ups from Mark Johnson, Alan Charlesworth and Darren Grey
I gave the homepage address vocally during the podcast, but for anybody who's interested in the procedural pixel art generation tool that I talked about, the more specific URL is: http://www.vitruality.com/tools/spartan/
ReplyDeleteAlso, on the off-chance that anybody wants to know more about generative/parametric design in architecture, I've written an introductory overview of the topic here: http://www.vitruality.com/2015/06/what-is-parametric-design/
Ah, the memories. Good times. The episode came out well too. The sound quality also wasn't too bad, considering the limited recording setup.
ReplyDeleteAs an aside, in addition to the tweet of bullet point highlights linked above, I also put up a little video summary: https://www.youtube.com/watch?v=INp2NG6aVF8
Hey guys, nice job on the podcast. I found it through a tweet by Gamepopper.
ReplyDeleteI'm Marco, one of the programmers of Satellite Rush, a Sci-fi shooter with roguelike elements. (Or should I say a procedural death labyrinth?). We're running a Kickstarter campaign, and we have a playable demo available:
https://www.kickstarter.com/projects/680602475/satellite-rush-sci-fi-roguelike-shooter
I would be glad to know what you have to say about our game. =)
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