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Synopsis & Useful Links
- Interactions with the sink in Nethack
- Developing flavour and interest in game content using kitchen sink design
- Hand crafted flavour (eg. Dwarf Fortress) vs procedurally generated content
- 'If statement' technical design of Nethack
- Tanya Short - Writing Modular Characters for System-Driven Games
- The modern roguelike design ethos of anti-kitchen sink (eg. Brogue, DoomRL, Hoplite)
- Kitchen sink complexity vs modern design simplicity
- Nethack and kitchen sink designs influence on how roguelikes are perceived
- Supermassive roguelikes - Dwarf Fortress Adventure Mode, GenRogue, Ultima Ratio Regum, Caves of Qud, Catatclysm DDA
- Games rich in procedural generation and balancing the effective limits (random noise vs flavourful content)
- Alexei’s favourite kitchen sink mechanic: Nethack’s kitchen sink
- Darren's favourite kitchen sink mechanic: Choking to death on your own vomit if paralysed whilst sick in ADOM
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