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#roguelikecelebration

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Jake in the desert<p>This year’s Roguelike Celebration (<span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@roguelike_con" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>roguelike_con</span></a></span>) is Oct 25 &amp; 26, and they're doing a call for presenters. You can submit your proposal via <a href="https://docs.google.com/forms/d/e/1FAIpQLSfbCLb-OOPzsNTgRz9ox3KtKUvGS1rWqWYbqqedOJB1xACyjg/viewform" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">docs.google.com/forms/d/e/1FAI</span><span class="invisible">pQLSfbCLb-OOPzsNTgRz9ox3KtKUvGS1rWqWYbqqedOJB1xACyjg/viewform</span></a> and their website also has tips on how to make a successful proposal at <a href="https://www.roguelike.club/cfp.html?utm_source=RoguelikeCelebration&amp;utm_medium=email&amp;utm_campaign=roguelike-celebration-2024-call-for-presenters" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">roguelike.club/cfp.html?utm_so</span><span class="invisible">urce=RoguelikeCelebration&amp;utm_medium=email&amp;utm_campaign=roguelike-celebration-2024-call-for-presenters</span></a>.</p><p><a href="https://c.im/tags/roguelike" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelike</span></a> <a href="https://c.im/tags/roguelikes" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelikes</span></a> <a href="https://c.im/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> <a href="https://c.im/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://c.im/tags/IndieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieDev</span></a> <a href="https://c.im/tags/IndieGameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieGameDev</span></a></p>
Roguelike Celebration<p>We're now in Yerba Buena, near the amphitheatre, stocked up with Canadian snacks and a convenient picnic blanket. Come say hi! <a href="https://mastodon.gamedev.place/tags/gdc2025" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gdc2025</span></a> <a href="https://mastodon.gamedev.place/tags/roguelikecelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelikecelebration</span></a></p>
Joni Korpi<p>Couple of favourites from <a href="https://mastodon.gamedev.place/tags/roguelikecelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelikecelebration</span></a> so far:</p><p>Inverse Terrain Solver <a href="https://www.youtube.com/watch?v=FaLUhh_Vfmk" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=FaLUhh_Vfm</span><span class="invisible">k</span></a></p><p>The Psychology of Why Roguelikes Keep Us Playing <a href="https://www.youtube.com/watch?v=KtQh4QrsUzs" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=KtQh4QrsUz</span><span class="invisible">s</span></a></p><p>Is There More to Game Architecture than ECS? <a href="https://www.youtube.com/watch?v=JxI3Eu5DPwE" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=JxI3Eu5DPw</span><span class="invisible">E</span></a></p>
Joni Korpi<p>Oh no, just discovered the <a href="https://mastodon.gamedev.place/tags/roguelikecelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelikecelebration</span></a> talks and there are waaaaay too many interesting ones. <a href="https://youtube.com/@roguelikecelebration/videos" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">youtube.com/@roguelikecelebrat</span><span class="invisible">ion/videos</span></a></p>
Mark Gritter<p>The original Rogue level algorithm picks a width for each room between 4 and 25, and a height between 4 and 7.</p><p>Ignoring "gone" rooms, that gives 22^9 * 4^9 possibilities with only a 32-bit seed. So some combinations of rooms must be impossible! How does the subspace of rooms produced by the limited seed space compare with the theoretical distribution if rnd() was really random?</p><p>Weekend project, maybe? I have been thinking ever since <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> about how small RNG seeds (or poor PRNG algorithms) limit the expressive range of PCG in ways that might be unexpected.</p><p><a href="https://mathstodon.xyz/tags/ProceduralContentGeneration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProceduralContentGeneration</span></a> <a href="https://mathstodon.xyz/tags/PseudoRandom" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PseudoRandom</span></a> <a href="https://mathstodon.xyz/tags/Rogue" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rogue</span></a></p>
Nick<p>also don't miss this beautiful dive into math joy from <span class="h-card" translate="no"><a href="https://mastodon.social/@tesseralis" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>tesseralis</span></a></span> at <a href="https://dosgame.club/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a></p><p><a href="https://www.youtube.com/watch?v=5_UET-rUtGU" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=5_UET-rUtG</span><span class="invisible">U</span></a></p>
∴ esoterik ∴<p>the video for my <a href="https://merveilles.town/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> talk on <a href="https://merveilles.town/tags/uxn" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>uxn</span></a> just went up!</p><p><a href="https://www.youtube.com/watch?v=qogCwa12jEg" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/watch?v=qogCwa12jE</span><span class="invisible">g</span></a></p>
SetSideB<p>My Talk on Mystery Dungeon for Roguelike Celebration<br>They haven't broken the talks apart into individual videos yet, but in the meantime you can see my presentation overview of the 31, give or take a couple depending on precise definition, games in the Mystery Dungeon series here, queued up <br><a href="https://setsideb.com/my-talk-on-mystery-dungeon-for-roguelike-celebration/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">setsideb.com/my-talk-on-myster</span><span class="invisible">y-dungeon-for-roguelike-celebration/</span></a><br><a href="https://wrestling.social/tags/niche" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>niche</span></a> <a href="https://wrestling.social/tags/play" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>play</span></a> <a href="https://wrestling.social/tags/chunsoft" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>chunsoft</span></a> <a href="https://wrestling.social/tags/japanese" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>japanese</span></a> <a href="https://wrestling.social/tags/mysterydungeon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>mysterydungeon</span></a> <a href="https://wrestling.social/tags/niche" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>niche</span></a> <a href="https://wrestling.social/tags/presentation" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>presentation</span></a> <a href="https://wrestling.social/tags/roguelike" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelike</span></a> <a href="https://wrestling.social/tags/roguelikecelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>roguelikecelebration</span></a> <a href="https://wrestling.social/tags/spikechunsoft" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>spikechunsoft</span></a> <a href="https://wrestling.social/tags/video" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>video</span></a></p>
John Harris<p><a href="https://mefi.social/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a>'s two days of talks are viewable on their Youtube channel. You can see my talk on <a href="https://mefi.social/tags/MysteryDungeon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MysteryDungeon</span></a> here within the archive of Saturday's programming, the link is timecoded to jump to just before my presentation: <a href="https://www.youtube.com/live/oRaILJ_1nqs&amp;t=22238" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">youtube.com/live/oRaILJ_1nqs&amp;t</span><span class="invisible">=22238</span></a></p>
ferunando<p>realized it looks like i never did an introduction post.<br>😳 *long breath* <br>hi. i'm a physicist by training but creatively attracted to stories: less in their telling and more in enabling their emergence, with other people or through code. also, roguelikes. i have one <a href="https://peoplemaking.games/tags/LDJam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LDJam</span></a> (1)<br> and one short story (2) to my name, but carry 30 years of prototypes and experiments and drafts (3). i've been rediscovering myself since july 2022, and while a lot has happened, and i'm getting better but not quite ready yet. thank you for dropping by. also, <a href="https://peoplemaking.games/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> is the bestest.</p><p>1) obligatory "i'll revisit this one day" -- <a href="https://gureito.itch.io/shieldmaiden-ludum36" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">gureito.itch.io/shieldmaiden-l</span><span class="invisible">udum36</span></a><br>2) my story "Echo's Rubedo" is part of the anthology "The Machines That Make Us" <a href="https://tychebooks.com/machines-that-make-us" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">tychebooks.com/machines-that-m</span><span class="invisible">ake-us</span></a><br>3) some of them are available in here <a href="https://journal.gureito.info/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">journal.gureito.info/</span><span class="invisible"></span></a></p>
Mark Gritter<p>Reminded of <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> speaker Nat Allison's "Labyrinth of Polyominoes" <a href="https://minos.tessera.li/intro" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">minos.tessera.li/intro</span><span class="invisible"></span></a>, which is totally my jam.</p><p>I really want to put together a talk on Sol LeWitt and exhaustive combinatorial enumeration but I don't have all the pieces yet.</p>
eli_oat<p>In honor of <a href="https://tenforward.social/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> which is currently going down I made a broughlike -- it plays in the browser, works on mobile and the enemy logic is…not great. I learned a bit more about flood fills, and am pretty pleased with this for a weekend project.</p><p><a href="https://smallandnearlysilent.com/broughlike/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">smallandnearlysilent.com/broug</span><span class="invisible">hlike/</span></a></p><p><a href="https://smallandnearlysilent.com/broughlike/about.html" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">smallandnearlysilent.com/broug</span><span class="invisible">hlike/about.html</span></a></p>
∴ esoterik ∴<p>gave my <a href="https://merveilles.town/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> talk tonight and it went well!</p><p>here are my slides: <a href="http://plastic-idolatry.com/erik/media/uxn-permacomputing-and-roguelikes.pdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">http://</span><span class="ellipsis">plastic-idolatry.com/erik/medi</span><span class="invisible">a/uxn-permacomputing-and-roguelikes.pdf</span></a></p><p>(slides were generated using the adelie ROM so the PDF was created using screenshots. i will try to create a more accessible, text-based PDF soon.)</p>
Mark Gritter<p>Tree-based Reconstructive Partitioning is an interesting technique. From the talk by Emily Halina at <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a>. </p><p>1. Have Monte Carlo Tree Search play a (human-authored) level<br>2. Record each cell that MCTS successfully visited as a "binary map" of the level<br>3. Partition the level into segments, and scan the original map for source regions with minimum edit distance to match. Copy those regions.<br>4. Place enemies/obstacles based on how often MCTS ended its run.</p><p><a href="https://mathstodon.xyz/tags/TreeBasedReconstructivePartitioning" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TreeBasedReconstructivePartitioning</span></a> <a href="https://mathstodon.xyz/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mathstodon.xyz/tags/PCG" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PCG</span></a></p>
Mark Gritter<p>Way to go, OpenAI, for poisoning the well to the extent that slides like this are now needed. <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> </p><p>(This is a talk on Tree-based Reconstructive Partitioning.)</p>
Mark Gritter<p>Leaning into the complete chaos at <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> with the Orb Pondering Simulator.</p>
Mark Gritter<p>Robin Mendoza at <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> talking about prices. Going beyond the item-identification minigames, prices could encode a lot of different information about the world, or serve to directly motivate the player.</p>
Mark Gritter<p>The talk about "permaculture and UXN" at <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> talks about building games that are less resource-hungry: like the original rogue!</p><p>But I think that the very existence of these virtual platforms (uxn, pico8) is a symptom of abundance, not scarcity, let alone reduced resource consumption.</p><p>* We have a lot of old devices that are capable enough to run a whole virtualization layer and still get acceptable performance.<br>* We have enough networked devices that this isn't a problem the virtual device has to solve -- it never has to be self-hosting. <br>* Programmers are productive (or wealthy?) enough that writing in an artificially-constrained environment is fun and challenging rather than a grind.</p><p>Is this really permacomputing? Or it is just a retro aesthetic?</p><p>It feels strange to hold up as an example of permacomputing something that is built on the enormous infrastructure of the modern web and is highly dependent on it.</p>
Mark Gritter<p>This was an unexpected part of Alexander Birke's <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a> talk, one that I don't fully understand.</p><p>He described how the team splits up assets into separate files to avoid merge conflicts (all good). But he said that because the game is a single "Scene", their process is to both have separate Git branches *and* make a copy of the game for each developer within the source repository, with a periodic reminder for people to update their copy.</p><p>This doesn't make a lot of sense to me as a non-game developer, because it seems like you've moved the merging out of Git and back into a manual process which will be error-prone. Is there something about <a href="https://mathstodon.xyz/tags/Unity" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Unity</span></a> that makes this a particularly bad problem?</p><p>My guess is that there are plenty of binary formats that can't be merged, but I'm not sure this is the whole story. Somebody in the comments section suggested that Git needed Perforce-style file locking.</p><p>Can anybody explain what's going on here? This feels like a massive failure of tooling.</p><p><a href="https://mathstodon.xyz/tags/GameDevelopment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDevelopment</span></a> <a href="https://mathstodon.xyz/tags/SoftwareDevelopment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SoftwareDevelopment</span></a></p>
Mark Gritter<p>It is not just IP law that has a hard time with collective development. This bald assertion on the Wikipedia page for <a href="https://mathstodon.xyz/tags/DotA" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DotA</span></a> seems a lot less defensible after hearing Kaysa Kinopljak's talk at <a href="https://mathstodon.xyz/tags/RoguelikeCelebration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RoguelikeCelebration</span></a>. </p><p>In brief, it was about how the transition from "community mod" to "hit game" tends to credit only those currently employed by developers, downplaying those who made other contributions. But neither of the DotA cases she mentioned actually saw trial; they were just settled with a behind-the-scenes agreement,.which sort of emphasizes how copyright tends to serve people with lawyers more than people without lawyers.</p>