Thursday, June 23, 2016

Episode 123: Geometry in Roguelikes

This is episode 123 of Roguelike Radio, where Darren GreyMark Johnson, Paul Jeffries, Zeno and Marek/Fulgur14 talk about Geometry in Roguelikes.

You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.





Topics Discussed:
  • Node-based geometry and Arachne, a spider web themed 7DRL by Paul Jeffries
  • Hyperbolic geometry in HyperRogue by ZenoRogue
  • AI in alternative geometries
  • Map data with alternative geometries
  • 4-way, hex and 8-way roguelike controls, and how HydraSlayer and Vapors of Insanity offer you the choice
  • Subverting the presented geometry with portals in Vicious Orcs
  • Möbius strip and Klein bottle geometry
  • The Third Dimension, and the confusion of EmoSquid
  • Geometry as a gameplay challenge
  • Contiguous space in Billiard Dungeon, another 2016 7DRL
  • Locally modifiable geometry, and the manipulatable Rubik's Cube surface in Jeff Lait's Six Two One (another 2016 7DRL)
  • The fourth dimension and beyond
  • Time as a dimension
  • Forced movement, such as gravity in Earl Spork, Bump! and Fuel, or impulse movement in Becoming Northerly (another 2016 7DRL) and Hellion
  • Not played enough 7DRLs? There have been a lot of cool and inventive ones made this year - go play them! http://roguetemple.com/7drl/2016/

Join us next time for a discussion of Shmups!

4 comments:

  1. Some links about hyperbolic geometry in HyperRogue, which explain how geometry affects the gameplay in the early lands:
    http://zenorogue.blogspot.com.au/2012/03/hyperbolic-geometry-in-hyperbolic-rogue.html
    http://zenorogue.blogspot.com/2015/02/euclidean-rogue.html

    Some things I have not talked about during the episode: hyperbolic geometry is very important for land generation, gameplay, and game design in HyperRogue. Although it does not matter much for AI programming, procedural generation is very challenging, and also very interesting for me, since I am quite sure that I am doing something that nobody has done before. Regarding game design, we are playing on an extremely infinite world, and I don't want to reward grinding -- if there were items in the game, experience etc., the players would grind. So the only kind of experience is relative (demon fighting in Hell), and the only items you can find are treasures (which give you points and unlock new Orbs or lands), and temporary power ups -- there is just one somewhat usable item that you can actually carry.

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  2. Interesting episode. I don't comprehend the whole non-euclidean thing, but interesting nonetheless.

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  3. Another game featuring Klein bottle geometry is KleinRL: http://www.roguebasin.com/index.php?title=KleinRL
    NDRL is sometimes a 4-dimensional roguelike: http://forums.roguetemple.com/index.php?topic=2562.0

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  4. Any mention of geometry seems incomplete without a humorous namedrop to Triangle Wizard :o)

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