Info

Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
RSS Feed
Dev Game Club
2024
April
March
February
January


2023
December
November
October
September
August
July
June
May
April
March
February
January


2022
December
November
October
September
August
July
June
May
April
March
February
January


2021
December
November
October
September
August
July
June
May
April
March
February
January


2020
December
November
October
September
August
July
June
May
April
March
February
January


2019
December
November
October
September
August
July
June
May
April
March
February
January


2018
December
November
October
September
August
July
June
May
April
March
February
January


2017
December
November
October
September
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March


Categories

All Episodes
Archives
Categories
Now displaying: Page 1
Jan 18, 2023

Welcome to Dev Game Club, where this week we elaborate our series on Rogue by looking at one that continues its legacy, that is, Rogue Legacy 2. It's right there in the name! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
A few hours (well, about a dozen for Brett)

Issues covered: Rogue-likes and Rogue-lites, comparing it a bit with Spelunky, the journal in Spelunky, games like it Tim has played, getting something out of runs, unlocking character types, bespoke levels vs tiled spaces and level generation, kitchen sink design, the clarity of the legacy, the punishment of starting over from scratch, not feeling like I got any further, quality of life improvements, the many ways you can make choices, terrific music, seeing your life flash before your eyes, humorous traits, saying yes to everything, sequel polish, the verb mix, grinding here vs JRPGs, improving skills, wrapping Rogue elements, multiple currencies, maintaining the Rogue with taking the gold, psychology of gold, removing a pillar and losing some enjoyment, knowing someone who beat Rogue, beating Darth Vader, an emergent property of Rogue, making a game you could play yourself, the cleverness and wondering how deep it can go, the punishment of Dark Souls and the progression layer, preferring an endpoint, long-term commitment, other Rogues to check out, a discussion of kit-bashing, kit-bashing and the art department, model kits and the origin of the term, kit-bashing in film, learning to parry.

Games, people, and influences mentioned or discussed: Spelunky, Clue (obliquely), Colin Northway (obliquely), Dead Cells, Castlevania, Darius Kazemi, Oliver Uv, Cellar Door, PlayStation Vita, Dark Souls, Hades, Humphrey Bogart, Treasure of the Sierra Madre, Darren Johnson, TIE Fighter, Derek Yu, Boss Fight Books, Sebastian Deken, Final Fantasy VI, Civilization, Paul Pierce, Haden Blackman, Diablo, njallain, Roguelike Celebration, International Roguelike Convention, Brogue, Caves of Qud, Gamma World, Cogmind, Michael Brough, 868-HACK, mysterydip, Maas Neotek Prototype, Ian Milham, Dead Space, Bethesda Game Studios, Fallout (series), Skyrim, Republic Commando, Star Wars, Industrial Light & Magic, Close Encounters of the Third Kind, Bloodborne, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
TBA!

Links:
Darius Kazemi on Generating Spelunky

Caves of Qud and Wave Function Collapse

Brogue's Mechanisms

Michael Brough on Roguelikes


Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
Discord: https://t.co/YVZOe7ZygI
DevGameClub@gmail.com

0 Comments
Adding comments is not available at this time.