Official development blog

Yearly Archives: 2019

Special Game Modes in a Roguelike Context

By their nature roguelikes are highly replayable, but can also serve as a great foundation on which to essentially multiply that replayability again and again. Adjust a few variables here, add a little content there, and you can have a very different game, one that some people admittedly might enjoy less, but they don’t have […]

Posted in Design | Tagged , , , , , , | Leave a comment

Turn Time Systems

I’ve always enjoyed turn-based games, giving you unlimited time to consider and react to changing situations (even if you don’t always take advantage of that opportunity and instead bumble into mistakes far faster than necessary). Turn-based mechanics are especially apt in traditional roguelikes, where the RNG typically plays a starring role and therefore said changing […]

Posted in Mechanics | Tagged , , | 8 Responses

Roguelike Level Design Addendum: Static or Procedural?

Having walked through both static and procedural map design in the previous posts, this is a good opportunity to examine the qualities and value of each. Why use one over the other? Why not use both? Roguelikes tend to be associated with procedurally generated maps, so much so that we see mainstream non-roguelike games having […]

Posted in Design | Tagged , , , | Leave a comment

Kyzrati is on Patreon

Well here we are, after eight years of roguelike development and blogging, it’s time to try a little something new: I’ve set up a Patreon page! If you’ve never heard of it before, Patreon is basically a subscription service through which you can support individual creators and their work. A number of developers have relied […]

Posted in Uncategorized | Tagged , , , , | Leave a comment

Roguelike Level Design Addendum: Procedural Layouts

Last time I described the entire design and creation process behind Cogmind’s latest new map, though a single map can’t quite cover all aspects of the so-called “standardized approach” I’ve taken to level design in Cogmind. So we’re back again today to expand that article with a look at some more potential parts of the […]

Posted in Design | Tagged , , , , | 2 Responses