Mike Cook- Generating Procedures:Rule & System Generation for Roguelikes

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  • Опубліковано 14 тра 2024
  • Roguelikes generate items, stories, worlds and names - but rarely rules. There's lots of good reasons not to do it - it feels weird, for one thing, and it's technically complex and unpredictable. But it can also be exciting, surprising and funny, and can lead to some amazing new challenges for players and designers alike. It's exactly the blend of generative chaos and technical creativity that people love about roguelikes. So how do you get started? Join me for a look into how generative design shapes rules, how AI can help, and why your next roguelike should design itself.
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КОМЕНТАРІ • 6

  • @UliTroyo
    @UliTroyo 6 місяців тому +3

    This year's theme is "doorless". I love the notion of crafting an unwinnable scenario and just chucking all your game's systems at it.

  • @RobotalismGames
    @RobotalismGames 6 місяців тому +1

    Brillant talk, I'm so aligned with all these ideas but I wouldn't have been able to explain that so well

  • @AndrewKay
    @AndrewKay 6 місяців тому +3

    10:56 Invisible, Inc. is the best game ever made and the best game that ever will be made.

  • @NeoShameMan
    @NeoShameMan 6 місяців тому +1

    You should seek out the board game fluxx and nomic

    • @ill-omens
      @ill-omens 2 місяці тому

      I got Fluxx for Christmas this year funnily enough! Nomic is on the list :)