I’ve always wanted to put together a comprehensive primer on how to make a roguelike, something that could hopefully be inspiring while including both general and specific advice. This year’s Roguelike Celebration seemed like the perfect opportunity to force myself to do that after having put it off for so long, so I gave a 30-minute talk on the subject. I’ve got a fair bit of experience to draw from, having exclusively worked with the genre for the past seven years (Cogmind, Cogmind 7DRL, POLYBOT-7, REXPaint, [email protected]), made it my full-time job for the past five, and over these years also helped build r/RoguelikeDev into the largest community of roguelike developers on the net. The “How to Make a Roguelike” talk is available in video form below, but this article serves as a text version of that same talk for those who’d prefer a readable format, or to just take a closer look at the many (93!) images ;) A couple years ago at the first Roguelike … [Read more...] about How to Make a Roguelike
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“I don’t recommend quitting your day job to anyone these days,” says Jordi de Paco with a heavy sigh. De Paco is no newcomer to the erratic world of independent game development, having worked on dozens of prototypes and multiple commercial releases over the years. But while his career has had ups and downs, he sees 2018 as the most challenging year yet for small teams. “Everyone can make games, but be realistic. ... It used to be that you could do something that nobody had ever seen before, or you could do something familiar really well. Now, it has to be innovative and have incredible quality.” De Paco says that his studio Deconstructeam managed to make a profit just off the pre-orders for its first game, Gods Will Be Watching, back in 2014. For its latest game, a 2018 cyberpunk adventure called The Red Strings Club — which received floods of enthusiastic tweets and positive reviews — sales have only started to slip into profit now, many … [Read more...] about There are too many video games. What now?
It was Team Andromeda — an internal R&D team at Sega of Japan — that first revealed the potential of the Sega Saturn. Its debut game was the on-rails shooter Panzer Dragoon. Part Space Harrier, part Dune, part Nausicaä of the Valley of the Wind, Panzer Dragoon filled Sega Saturns around the globe with evocative 3D shooting action featuring a blue dragon and its rider. Over the course of three initial games — Panzer Dragoon (1995), Panzer Dragoon 2 Zwei (1996) and Panzer Dragoon Saga (1998) — Team Andromeda continued to mine this simple yet compelling premise: that of a rider and his dragon facing off against a mysterious empire. While 2002’s Panzer Dragoon Orta (developed by ex-Team Andromeda members who later joined another studio, Smilebit) kept the series going later, it was the role-playing game Panzer Dragoon Saga that ended up becoming the standout. Taken at face value, Panzer Dragoon and its much-improved successor, Panzer Dragoon 2 Zwei, … [Read more...] about Panzer Dragoon Saga: An oral history
One of Ubisoft's big reveals at E3 this summer was the pirate naval warfare game Skull & Bones. We played it at E3 and came away generally impressed. And on a recent trip to developer Ubisoft Singapore's studio we had the opportunity to speak with creative director Justin Farren, who worked on Gears of War and Madden before joining Ubisoft. He also produced Assassin's Creed Unity, Black Flag, and Syndicate in Singapore. Our conversation covers a number of topics, including why Skull & Bones is a new IP instead of an Assassin's Creed game, the possibility of a Switch version, and how the game uses the power of the Xbox One X. Farren also told us there will be loot boxes, but the game will take steps to avoid a pay-to-win scenario. Additionally, we asked about the mysterious single-player mode, and Farren confirmed the game will offer ... something for fans in this department, though it's still unclear how this may work. Our interview, condensed and edited for clarity, follows … [Read more...] about Skull And Bones Dev Talks Single-Player, Loot Boxes, And Why It’s Not An Assassin’s Creed Game
The first time Taylor Kurosaki and Bob Rafei saw a running PlayStation, they were in a Las Vegas hotel room. It was the 1995 Consumer Electronics Show. They, along with the company they worked for, Naughty Dog, were being given a behind-closed-doors look at Sony's first foray into the game console industry. When they describe the event now, they use words like "inspiring" and "enthralled" and phrases like "blown away." They didn't know it at the time, but the members of Naughty Dog in that room — Kurosaki, Rafei and co-founders Jason Rubin and Andy Gavin — were looking at the system that would host the team's next game: Crash Bandicoot. They were seeing the console their company would eventually create the unofficial mascot for — the console they would develop Naughty Dog's first smash hit for. It was Kurosaki and Rafei's second day with the company. Naughty Dog released Crash Bandicoot for Sony's original PlayStation in September 1996. In it, the team took an old … [Read more...] about Crash Bandicoot: An oral history