Last weekend I had a chance to share a trip to the Colombian Coffee Area with Glenn Wichman, one of the creators of the original Rogue (along with Michael Toy and Ken Arnold) and a veteran of the video games industry.
On Sunday we did this small but hopefully interesting interview, in the middle of the Colombian nature. Some of the topics we talked about are:
Game Design challenges when incorporating new technologies.
“Roguelites” and diversity on game design elements.
Issues with current videogame distribution channels
The role of the Game Designer and some other related disciplines.
We are looking forward to review cool and promising roguelikes, please send us out information about your project, including a set of screenshots and if possible a gameplay video, so we can learn about it and write an article!
The challenge has started! Many entrants declared start date and game title. Announcement thread is over seventy posts by now but there is still time to proclaim participation until end of March 6th. A success thread for victorious challengers is already created.
Visit http://7drl.org/ weblog to read how development struggle goes or to learn that other authors are also desperately tracking down a bad pointer reference on the 167th hour.
Lait posted his yearly analysis of roguelike games over r.g.r.d. He wrote:
So where does seven years of data put us? We are doing very well for roguelike creation – 6.75 new tracked roguelikes per month, a new peak. It is tempting to dismiss this as a 7DRL effect, but the Old column I think is correctly tracking the creation of larger projects. While it is a new high, I’d hesitate to call that a trend. I suspect we are seeing a continuation of the 30 new roguelikes a year rule identified last year.
With fifty completed 7DRLs this year, some people wonder how they will have time to play them all! Fortunately, that is simple…
Just play one a week for the next year.
For those less dedicated, a team of evaluators was assembled to give all the roguelikes a once-over. We graded the roguelikes under six categories using a simple three point scale. We ensured every roguelike was graded by at least two reviewers, and aimed for most to have three reviewers.
After a long week of playing, we present our results!
This list is not meant to be an authoritative ranking of the games. If you dive in, you will see different reviewers often disagreed on the rankings.
Instead, it is a way for you to help select which 7DRLs are likely to have things of interest to you.
Specific comments were also written by reviewers. Note that these are criticism for the developer to better improve the game – please do not be unduly offended if they are nitpicky or consist of “I got killed by a ferret on the first screen”.
The categories are, with description of what a 3 means:
Completeness: Bug free, polished game with no features that feel like they are missing.
Aesthetics: Good looking, excellent controls and UI.
Fun: If you try any 7DRLs, try this one.
Innovation: Brings something fundamentally new to roguelikes.
Scope: Beyond what you think could have been done in seven days.
Roguelike: 3 means Roguelike, 2 means Roguelike-like, 1 means Not Roguelike. Each reviewer used their own personal definition here.
Thanks to all the members of the committee for their great efforts, we hope you enjoy it!
There are a lot of roguelikes this time, unsurprisingly, DoomRL leads the list, followed by Crawl, POWDER and Incursion. Vote for your favorite!
How did the roguelikes qualify?
The list was taken from the roguelike releases announced on the Rogue Basin news section between January 1st and December 19th 2009 and from the list of Actively Developing Roguelikes maintained by Jeff Lait. There are a record 99 entries this year – up from 75 the previous year.