Every good roguelike deserves a retrospective. So share your wisdom and experience with other developers.
- "Finishing a game teaches you more than starting a game"
- "These successes are testament to the core Brogue design, but also the strengths of the roguelike genre: provided you play to those strengths"
- "It's a mess but I tested a hypothesis and learned my lesson: don't go overboard with separating the objects and their display."
- "The basic moving @ actually took me a bit more time than I had anticipated, but after that point, the development got much more fun."
- "Herein lies the tale of Gridfolk the failed 7DRL. It is a tale of ambition, time squandered, determination, excitement, and defeat."
- "Also, I think the math is fundamentally wrong, as some of my diagonal corridors just stop in the middle of nowhere. But again, it looks cool, so I’ll live with it."
- " So the one thing I really wanted to do was the lighting. [...] Sadly ‘sexy lights’ is just a dev feature now as the majority of machines just couldn’t cope with 400 lights no matter how ‘deferred’ the lighting renderer was."
- "Less garish colors and a few small animations should help improve the aesthetics."
- "Just from this experience, I learned so much."
- "So, have a plan but ditch it when it doesn't work and focus on your strengths since your strong points will make your project a success and your weak points will, at best, be a waste of time, and, at worse, may overshadow your strengths."
- "This actually works out, since in hindsight I don’t think that Betrayal at House on the Hill’s mechanics actually translate quite as directly to a Roguelike as at first I thought."
- "There are RL engines available, and I could have used them, which is definitely something you want to consider when you’re working under a severe time constraint like 7DRL."
- "It’s got me thinking about all the other games I can make if I actually Just F*ing Do It."
- "Like many 7DRL challengers, I added a lot of useless content that wasn't related to my main focuses. [...] Sometimes human nature conspires against us."
- "We also had little time on workdays - we have full-time jobs and it’s often not easy to productively brainstorm complex mechanics after coming home tired at evening. Maybe we should pick a more predictable idea..."
- "...but this would have been hard to play straight and I felt an enormous relief when I cut it on day five."
- "...the only explanation I have, is that if you want to use entity system, you really have start to think the way entity system works (or at least how I believe it should work)."
- "Choosing an unorthodox feature may take up more time than just implementing it directly took."
- "Oddly enough, the shortcomings of ElvinRL are what have taught me the most about making an RL game."
- "Each post should have code, narration, references, and details about the author's thought process."