We discuss modern development for older home computers such as the Commodore-64, with Mark Johnson, Andrew Doull and Ricki Sickenger of Badgerpunch Games.
You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
Synopsis & Useful Links
- Contemporary home computer development and the community and information around it
- Badgerpunch games and their roguelikes for home computers – Rogue 4K, Rogue 64, and Roguecraft
- Interest in the demoscene and pushing the limits of home computer technology
- Producing physical copies that fans were able to buy as part of a limited-edition run
- Coding challenges and using Assembly language
- Non-RL games on home computers with some randomised or chance-based elements
- Algorithms used and some specifics of room design and game design
- Strategic-level changes in each playthrough to item generation and placement
- Playtesting their games
- Tactical play and strategies for success within the games
- Roguelike inspirations and roguelikes enjoyed which led to these games
- Roguelikes going for complexity, vs roguelikes going for accessibility
- Sense of humour in Roguecraft and Dungeons of Dredmor
- Emulation and running these games on / without the original hardware
- Inspiring re-examinations of home computers and their programming languages
- Home computers as “fully knowable machines”
- Possibilities of future games
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