Is anyone here attending? Day one was great, lots of cool people and cool talks. They've set up a Twitch stream and Twitter account so you can participate and watch talks remotely. Angband 4.2.0 was running on one of the computers in the games corner, though there was some kind of movement bug where pressing a direction made you run instead of moving one step at a time.
Roguelike Celebration 2019
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This bug is an angband.live bug. I have the same problem playing angband.live on my laptop. I have to change the keymap for the arrow keys to be ";#" (where # is what the movement direction would be on a keypad, i.e., 2,4,6,8). I then keymap a function <Fn> and arrow for running ".#"“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead -
It's a moot point; Angband wasn't on any of the computers on day two. Still, an awesome conference, highly recommended to anyone who can make it out to San Francisco. The talk on wave function collapse as a method for generating maps ought to be particularly of interest to devs here, since it sounds like a really simple technique that can be applied in a wide range of ways. Look for videos and transcripts to show up in the next few days!Comment
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One of these years I'm going to make it to this. I'll probably only understand 10% of what people are talking about but it sounds awesome.Comment
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The videos are available on Twitch right now, and will probably be on YouTube soon, so at the very least you can watch those and get a sense of how interesting they are. Some recommendations (either because the topic was inherently interesting to me, or because I thought the presentation was well done):
- Alexei Pepers (mapping roguelike devs to various D&D classes)
- Max Kreminski (extracting narratives out of giant piles of random events)
- Robin Sloan (getting computers to generate high-fantasy text)
- Thomas Biskup (on the dangers of relying on a bunch of veteran roguelike players' feedback when you want to appeal to general audiences)
- Brian Bucklew (an interesting technique for doing many different styles of map generation with a single program)
- Jim Shepard (making AIs that have more nuanced relationships with the PC beyond a basic linear reputation system)
There was also a trivia show at the end of day 2, which I personally quite enjoyed.Comment
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looking forward to celebrating my favourite game genre!Comment
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If only there were someone starting a new project with an absolutely massive map that was free to use a cutting edge procedural tool like this...
I assume you can quite easily use it to do multiscale maps, so that Beleriand could have a hand drawn top-level map of say 500 x 500 grids, then take each of those grids (and information about its neighbours) and generate its more detailed contents, and then do this again for each square in that grid, getting down to the @'s level after 2 or more iterations. This should work as you can also fix certain locations, such as the borders of the region to line up with its neighbours and then generate an interior. Doing it in a multilevel way like this would allow for coherence across larger distance scales than the algorithm provides for.Comment
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If only there were someone starting a new project with an absolutely massive map that was free to use a cutting edge procedural tool like this...
I assume you can quite easily use it to do multiscale maps, so that Beleriand could have a hand drawn top-level map of say 500 x 500 grids, then take each of those grids (and information about its neighbours) and generate its more detailed contents, and then do this again for each square in that grid, getting down to the @'s level after 2 or more iterations. This should work as you can also fix certain locations, such as the borders of the region to line up with its neighbours and then generate an interior. Doing it in a multilevel way like this would allow for coherence across larger distance scales than the algorithm provides for.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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