Hello Everyone,
I'm already thinking about the PICO-8 ZINE number 4 , who will probably be released in February of 2016.
I was thinking as a Thematic Roguelike or Speedrun...Which one do you prefer?
Could also be a mix of both.
The base of a rogue like are :
-randomization (for replayability),
-permanent death (once a player-character dies, the game cannot be restored at an earlier point),
-turn-based movement
My favorite one's are zaga-33, Hoplite or 868-HACK.
But other game like Spelunky, Downwell,Rogue Legacy are also amazing games.
Would you be interested to write/read articles about this subject?
I'm making a roguelike right now! Based on Zelda.
I'll totally be willing to make a post-mortem on design if I can make it in time.
@fruckert Sound good to me ! I would love more Game Design articles! You got 3 month to do it, should be ok :)
I would love to read about the topic of rogue-likes specifically very compact proc-gen algorithms.
If I wrote an article it would probably just be a rant on how the term has been debased lately.
On the other hand, I have a game idea in mind that fits into the modern (debased) use of the term. So maybe I should do both and rag on my own game for sport.
@smosher Cool! Feel free to send me any proposition/draft to sectordub at gmail dot com
Hello Everyone, after the feedback I have received on twitter, the Fanzine number 4 will be special "ROguelike"!!!
If you got any article, material to propose, the deadline will be the 15 of January 2016.
@arnaud_debock I plan to make good on the game idea I have at some point. If I can start on it in time I'll drop you a line.
For the printed copies, do you do them on demand? I'll be looking to order all of them probably some time next month (but I miiiight wait until the Roguelike edition is out) and I'm just curious about availability.
I'm working on a proc-gen Metroid game. Both are very relevant to my interests, here! :D
Got the state machine and scene generator started, but still have quite a ways to go (I probably need the help this 'zine would give me). Very much liking the Zelda fangame - I was considering "what if bombs were the permanent fixture, and the sword swapped out?"...but you're on it, fruckert, and that's also very relevant to my interests!
/wipes slobber
FFR: Speedrunning really depends on precise controls, nonlinear level design (some risky/precise shortcutting being possible, but falliable), and a good timing/scoring system; although most speedrunners will run their timers outside of the game anyhow.
Somebody should also end up writing about scope.
Having quiiite a bit of trouble with that x)
Hello Everyone, the pico-8 zine need you !
The Third issue will be released for sure before Xmes. ( I'm working on the layout, and I'll need people to readproof, etc...).
For the Number 4, special Roguelike, feel free to send me your draft, or ask me questions.
The deadline will be the 15 of January.
my email is sectordub at gmail dot com
Thanks a lot
I'm definitely in for the Roguelike issue #4. What are you looking for specifically, code samples, articles, games to link?
@richy486 @jfaulken For this number 4, it would be good to have some Full games ( with some code/structure explanation in the article) and/or code sample about :
- enemy pattern and A.I.
- power up
- door
- level generation/randomisation ( @ragzouken is probably going to write about this subject, but I'm pretty sure their is different way to solve the problem)
- high score implementation
-an explanation of scope for @fruckert
The article could be also about Game Design, prototyping a Roguelike, mecanic, etc...
When you got a draft about what you want to wrote about, please send me an email.
I'm going to try to make a roguelike game this month (my first I think), and see if I feel I have anything to contribute after that. Thanks for your continued work on the zines! :D
I've got an idea for a relatively simple (complete) roguelikelike. :)
I'll work to get it done ASAP and then break the code down into bite-size chunks for samples on the various aspects.
15 Jan is totally doable!
With 'power up' would it be something like leveling up and skill trees etc?
For AI something like A* path finding?
Sorry not sure what you mean by door? is it something to do with the level generation?
"-an explanation of scope for @fruckert"
:V
I was going to write an article about level generation, personally. There's a lot of methods for it that I'm familiar with that work well.
Just gotta write some code and token-crush it.
A* path sound good, Could also be enemy pattern, turn-based logic.
With power up you can imagine whatever you want :)
For the door I was something in room transition, like cave or Zaga-33.
Fuckert, an article about level generation sounds good, even if @ragxzouken will probably also write one, could be interesting to have different approach of the problem.
@arnaud_debock I'd like to put my hand up for A* if that's cool.
Clarification about PICO-8 submission :
- Any type of article is welcome ( don't have to be a tutorial)
- Short article are Good articles
- Game Design articles are good ( game mechanic, level design, etc...)
- Short code example are better than long code.
- Graphic and Music submission are totally welcome.
If you got something ready, even a draft, don't be afraid to send it to me :)
Hello Everyone,
It will be fantastic if you can send me an email if you are writing or plan to write an article for The fourth PICO-8 Zine , special Roguelike.
At the moment I got
-Maybe an A* article by @pineapple
- a enemy ia/life condition by @benjamin_soule.
- The cover will be done by @Pietepiet ( it's going to be amazing ! )
- @zep will probably write an article about maze generator
-
@ TRASEVOL_DOG is working on an article about game-feel in roguelikes and roguelikelikes
- I would really love some articles about trap, xp, level up, level design...
Drop me an email If you got a nice idea, article, draft to sectordub at gmail dot com
Thanks
Finally the Pico-8 zine special rogue like is out !
You can download it for FREE on itchio
Download it for free
or oder it on BigCartel
Articles and authors :
DON'T WAIT by @smestorp
AI MOVE SPECIAL ROGUELIKE by @benjaminsoule
A pathfinding in PICO-8 by @richy486
Traps For Absolutely Every Imaginable Occasion by @mooonmagic
The Roguelikeshiny*game-feel by @TRASEVOL_DOG
Dungeon walls by @caffo
Sharing music between carts by @RobbyDuguay
DONUT MAZE by @lexaloffle
and the front cover has been done by @Pietepiet
and the back cover by @castpixel
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