Spencer Egart- Tooling for Roguelikes and Procgen

Spencer Egart- Tooling for Roguelikes and Procgen

Subscribers:
15,300
Published on ● Video Link: https://www.youtube.com/watch?v=YfLYPIXGF7E



Duration: 14:56
2,278 views
69


A high-level overview of the notion of creating specialized tools for both procgen and roguelike development. Focus on non-code solutions such as visual editors, why that canbe valuable in both gamedev and especially elements of roguelike development, even for solo devs.




Other Videos By Roguelike Celebration


2021-10-23Jeremiah Reid - Juice your Turns
2021-10-23Brenda Romero - Dynamic Relationships and Traits in Empire of Sin
2021-10-23Jasmine Otto - Cyclic Plot Generation in a Narrative Instrument
2021-10-23Francesco Cottone - Chronicles of Stampadia
2021-10-23Atty Vohra - Automating D&D Combat Prep with Roguelike Principles
2021-10-23Arvi Teikari - Why Noita Became a Roguelite (and Why I Liked That a Lot)
2021-10-23Shawn Main - You May Already Be A Roguelike
2021-10-23Jason Grinblat- Before you Fix a Leak, Ask if it's a Fountain
2021-10-23Allie Signet & Joe Maliksi - SIBR - Sports, Splorts, and Statistics: Why Data Accessibility Matters
2021-10-23Evan Debenham- Community-Driven Roguelike Development
2021-10-23Spencer Egart- Tooling for Roguelikes and Procgen
2021-10-23Thomas Robertson - Towards a New Understanding of Procedural Super Attacks
2021-10-23Dylan White - The Cost of Magic
2021-10-23Qristy Overton - Exhibition: Attempting Brogue on a Dancepad
2021-10-23Michael Langford - For the Squishies: Making Roguelikes Accessible to Children and their Parents
2021-10-23Younès Rabii - Pokemon Glitch - Story of A Roguelike With No Author
2021-10-23Sraëka-Lillian - Procedural Phonology: Generating Name Generators
2021-10-23Alice Lai - All Together Now: Creating Multiplicative Power in Hades
2021-10-23Brian Cronin - Off The Rails: Lessons from Monster Train Development
2021-10-23Chris McCormick - Building Juicy Minimal Roguelikes in the Browser
2021-10-23Rich Wilson: Roguelikes, Immersive Sims, and the Church of the Simulation