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17 June 2017
12 May 2017
The Slow Application Development (SAD) Methodology
C'est à un combat sans corps qu'il faut te préparer, tel que tu puisses faire front en tout cas, combat abstrait qui, au contraire des autres, s'apprend par rêverie.
Head space!
—Michaux1
A rant about very little in particular (which is incidentally also how, if ever my exploits as a Roguelike developer are to be mentioned in some footnote of history, they will be described).
I found some notes for an old blog post, and decided why not go ahead and publish this scrambled mess?
I was going to start by mentioning Tobias and the Dark Sceptres, which had just been released for free after 13 years in the making. This was in 2014, so bringing it up now might feel a bit late. In that sense, I guess everything is going according to plan.
This is supposed to be a blogpost about the Slow Application Development (SAD™) Methodology, the professed in-house design philosophy here at Domus Daedali. The rules of the SAD Methology are as numerous as they are fickle…
Thou shalt start in the middle.
Thou shalt code under the influence.
Thou shalt add empty variables with vaguely suggestive names, in case thou needst them later.
When too late, refactor.
Release sometime, release sometimes.
Embellish details.
Thou shalt never monetize thy project!
The guy who released Tobias had been tinkering on and off since he was a kid, and the whole thing was made in klik'n'play or something like that. Now, some of the commentariat were boggling at the fact that he didn't charge any money for the game, and I remember thinking: If you have to ask why someone chooses to give away something they've been working on for thirteen years, you probably won't understand the answer.
As always, I find comfort in the SAD methodology.
If it's not broke, fix it.
If it's not broke, fix it.
Never monetize!
It's one step forwards and two steps back, so the way ahead may be to walk away from your project.
It's one step forwards and two steps back, so the way ahead may be to walk away from your project.
Procrastinate!
Take out your money and shoot it in the head!
Take out your money and shoot it in the head!
We have to build cabins.
![]() |
| LoSt's business plan |
The crux of
the matter is that having no real stakes in the project means you've
less time in the day-to-day, but so much more as the years accumulate.
Though it remains unclear what we are trying to gain freedom from, we are willing to spend every ounce of our patience and monomania to get it.
A tiny shelter.
Developing commercially entails another mindset entirely. Mind to say, it is not one less respectable. On the contrary, it demands an admirable effort and excess of ideas to achieve the degree of polish needed to set something afloat in the vast ocean of cultural products. In fact, one of the things that prompted me to pick this post up again after all this time, was a post about monetizing RL devlopment over at Cogmind's excellent blog. (That's already been four months, so I'm staying true to my tenets, if nothing else.)
In any case: As fascinating as I find that pursuit, and as much as I respect and understand the decision to venture in commercial game design, I am also glad this is not the way that Land of Strangers is going. Even if I were to try to tidy it up, finish and sell it as an "indie open world wild west roguelike", the work/pay ratio would just be weepable, and I might risk the overall vision by making "concessions" to some imagined demands from the paying public. Developing in accordance with the SAD Methodology, I get instead to focus on the work/play ratio.
Though it remains unclear what we are trying to gain freedom from, we are willing to spend every ounce of our patience and monomania to get it.
A tiny shelter.
Developing commercially entails another mindset entirely. Mind to say, it is not one less respectable. On the contrary, it demands an admirable effort and excess of ideas to achieve the degree of polish needed to set something afloat in the vast ocean of cultural products. In fact, one of the things that prompted me to pick this post up again after all this time, was a post about monetizing RL devlopment over at Cogmind's excellent blog. (That's already been four months, so I'm staying true to my tenets, if nothing else.)
In any case: As fascinating as I find that pursuit, and as much as I respect and understand the decision to venture in commercial game design, I am also glad this is not the way that Land of Strangers is going. Even if I were to try to tidy it up, finish and sell it as an "indie open world wild west roguelike", the work/pay ratio would just be weepable, and I might risk the overall vision by making "concessions" to some imagined demands from the paying public. Developing in accordance with the SAD Methodology, I get instead to focus on the work/play ratio.
What I like
about making my "little open acid western roguelike" is that I don't
have to take all that stuff into account. I can choose to just say no,
or whatever, to wholesome values and clever design choices. Proper graphics and overall polish? Yawn. Audio, who
needs it? (Or maybe I will, but just slap on a sub-par recording of me mishandling my youngest son's ukulele.)
Never finish.
Work in the crevices.
Start side projects.
Start side projects.
(Don't) quit your day job.
Just in case.
Just in case.
Have kids.
Stand in a pedestrian island reciting sutras whilst meditating on the cars coming to rape you.
The
SAD Methodology depends on a circular definition: The refusal to
monetize and the refusal to finalize enable one another, defining a
space, like a protective chalk circle where any (in)conceivable project can be allowed
to grow. In many cases, it becomes a question of necessity.
Lately we're seeing how old giants like ADOM and Caves of Qud are
monetizing updated versions of their classic games. One thing these two
have in common (and an article could be devoted just to discussing the
differences), is that the colossal games which were already in place as
the business model started to kick in, had taken many years of hard,
unpaid work to achieve. If ADOM and CoQ had started out as commercial projects, they probably would never have seen the light of day.
I suspect this is part of the reason why Mark Johnson has refrained from any kind of crowd funding scheme for his grand opus Ultima Ratio Regum. It also seems that Krice professes to the SAD Methodology, so what in the world could go wrong? It certainly is the fuel of much vaporware – and honestly, we would be so much worse off without classic never-mades in the vein of Shockfrost's game and World of Rogue.
It might be tempting to say that sites such as Kickstarter have been doing us a disfavor by blurring the lines between professional and amateur development. But the problem doesn't really lie with concepts like crowd funding, even if there is a deep-set problem with how capitalism is carried out these days. Be that as is may, the SAD Methodology isn't mainly about Smashing Capitalism™ (though let's do that as well, while we're @ it).
Rather (with the risk of becoming too pretentious even to the tastes of a reader who made it thus far), I'd say it's akin how a painter or author is never able to step back from the work and say: It is finished. Such a grandiose image can also be applied to humbler endeavors.
Stand in a pedestrian island reciting sutras whilst meditating on the cars coming to rape you.
![]() |
| Psyching up to do some coding |
I suspect this is part of the reason why Mark Johnson has refrained from any kind of crowd funding scheme for his grand opus Ultima Ratio Regum. It also seems that Krice professes to the SAD Methodology, so what in the world could go wrong? It certainly is the fuel of much vaporware – and honestly, we would be so much worse off without classic never-mades in the vein of Shockfrost's game and World of Rogue.
It might be tempting to say that sites such as Kickstarter have been doing us a disfavor by blurring the lines between professional and amateur development. But the problem doesn't really lie with concepts like crowd funding, even if there is a deep-set problem with how capitalism is carried out these days. Be that as is may, the SAD Methodology isn't mainly about Smashing Capitalism™ (though let's do that as well, while we're @ it).
Rather (with the risk of becoming too pretentious even to the tastes of a reader who made it thus far), I'd say it's akin how a painter or author is never able to step back from the work and say: It is finished. Such a grandiose image can also be applied to humbler endeavors.
Never finish!
Never monetize!
Go and live in the desert!
We're all blessed.
You know the drill.
We have to build cabins.
As always,
Minotauros
1 "You must prepare for a battle without body, to be able to take a stand no matter what; an abstract battle which, unlike others, is learned through reverie." (Henri Michaux, Poteaux d'angles) ↩
5 May 2017
Released: LoSt #11.1 (Mercury Chewinggum)
This fixes a bug in the Windows executable. The bug didn't affect gameplay, but made it impossible to complete the in-game survey. Linux users and users executing the source code directly should not be affected. Sorry for the inconvenience.
Go to the download page to get your mercury fix.
As always,
Minotauros
Go to the download page to get your mercury fix.
As always,
Minotauros
4 May 2017
Released: LoSt #11 (Mercury Bubblegum)
![]() |
| Catch of the day |
In other words, LoSt is still in alpha. Compared to #10, this version contains some bug fixes and a bit of content. The most spectacular feature is perhaps that you can now gain followers by choosing the "Populist" shtick.
I'm about to redesign big chunks of the world generation algorithm, in part to fix problems which have become apparent in testing, in part to accomodate plans I have for bounties (quests) and other features. Bounties will also be tied up to a system for the passage of time (including healing and skill advancement), so there may be some exciting prospects on the horizon, even though I as a developer will have to do some untangling to get there.
Comments are always appreciated, on appropriate forum threads, per email, or you can fill out the in-game survey that I added as an experimental feature in this version. It'll be interesting to see whether that garners any response, and if I can use it to guide and motivate further development.
As always,
Minotauros
CHANGELOG
BUG: Couldn't pick up lead slugs when pockets were full
BUG: Buggy inventory interface if pockets were empty
BUG: Critters turned invisible when spending props
BUG: Could see through walls at certain angles
BUG: (Serious) bug that made game pick invalid kits
BUG: Bug that printed nonexisting plants and obstacles
BUG: Spitting bush had forgot how to spit
BUG: Some instances of NPCs getting stuck repeating one action
BUG: Crashed because game tried to draw outside the screen
GAME: Player can now start with up to two shticks
GAME: Some props can be used directly from inventory (experimental)
GAME: Prompt to abort extended actions when hostiles enter line of sight
GAME: Commandline options to set world seed
GAME: Scrollable menus (needs polish, but should work ;)
GAME: Cleaned up the log area a bit
GAME: Can save multiple characters in the same world
GAME: Default field of vision now set to 11
CONTENT: Renamed "derringer" as "pepperbox gun"
CONTENT: Fleshed out animal species a bit
CONTENT: Weapon prefixes
CONTENT: Added some skills, props, places and critters
CONTENT: Backstory generator now spits out terser texts
AI: Added more bias switches: annoy, please, exalt
AI: Action calculation for fields of battle plants should be quicker
AI: Gain followers (experimental)
AI: Most beings now set to stay at home or roam their native region
AI: Toolwielders now better at choosing their weapon
VAR: Added an in-game survey
VAR: Various tweaks and fixes
8 February 2017
Idea that will never be a 7DRL
Please excuse this quite silly rant about my old idea for a 7 Day Roguelike.
TL;DR: In the end, it's practically randomized, anyway :P
A Dogme 95-inspired Roguelike, featuring:
No ASCII!
No message log!
No keyboard interface!
No random maps!
No permadeath!
No grid-based tactics!
No item identification!
No MacGyvering your way out!
No resource management (consumables, healing, food clock)!
No hack'n'slash!
No rpg system!
No dungeons!
Modular gameplay!
Emphasis on story!
Play as a party!
The full Roguelitelike experience in one package!
I've long wanted to make an Anti-RL that "breaks all the rules" for what a RL is. It struck me now that it would be ideal to combine with two other things I've been wanting to do, namely learning a bit of Godot, and making a game for my kids (targeted age around 6-9).
In the end, I would aim to make something that doesn't fit the genre definition by any stretch, while retaining that good ol'e RL feeling.
The setting rips off various sources. Take a silly mangaish/fantasy universe like Mario, Sonic or Lego: Ninjago, throw in some White Wolf's Exalted, mix with Tove Jansson's Moomin (and more obscure references) ... I decided to just go ahead and make the heroes furries :D So you have this magic stone age world inhabited by tribes of biped animals wielding magic just cooling it with gods and spirits who still tread the earth of this young world. In the rivers and wetlands dwell frogs and hippos, striking secretive deals with daemons of the depths; whilst elephants rule the plainlands from their walled cities of byzanthine bureaucracy, but fear the wild mice who roam the woods. You get the general drift.
On the list of anti-features, some almost give themselves, some merit more consideration.
INTERFACE: We're on a touch screen with graphics, so no ascii or keyboard. We don't want turnbased, gridbased tactics, but we do want modular gameplay. So let's make it a bit like a jrpg (bear with me). There is a walk/explore mode where you tap wherever you want to go on the map. NPCs walk around in real time. If you bump into an NPC or feature (or if an NPC bumps into you), you engange that being (bump a person to speak, bump a monster to fight). This engagement can be handled in a separate mode with alternating turns for combat/actions. Put on top: an overworld mode to travel between the different maps, designed like an overworld in a typical Nintendo console game, with each place a node, and paths between those nodes.
NO HACK'N'SLASH: Since it's for kids, I don't want combat to be the main way to solve everything. Sure, some spectacular fighting scenes with earthquake hammers and the like, but it might be better to give the hungry lion a pancake to make it happy. Maybe it will even join you on your quest!
NO IVENTORY HANDLING: Instead of inventory, the player collects "gifts" (objects, skills or characters who join your party). Your gifts determine what you can do, depicted as icons in a menu. You can always try to use any gift in any encounter? If you have Icarus Wings, you can use them to fly over the river or escape from a fight. If you have Persuation as a gift, use it to calm your enemies or get special favors from friendly NPCs, etc. Gifts may sometimes not work (angry bees won't be persuaded, troll immune to sleeping magic), and gifts are not comsumable. The gift Itching Powder would have infinite charges, it's just a thing your toon can do. Throughout any one game, you'll just get a handful of gifts, so there's no looting and no identification subgame. While there is leeway for some "easter egg effects", there should be no "complex interactions" like dipping, throwing or collateral demolition.
NO RANDOM CONTENT GENERATION: The biggie. I'm actually planning to cheat on this one :) I would venture to replace random content generation with (drum roll) stochastic content generation! It would be deterministic, but provide replayability akin to randomness, by dynamically generating the world based upon the player's choices :P
First of all, each level/node you visit is prefabricated. If "elemental temple" is a place, you always get the same layout, with the same designated spots for your acolytes and abbess, your braziers and you vortex of elemental doom. Each place should be a small screen, so the "temple" is really just a little shrine that your avatar can cross in less than ten strides..
Second, the overworld map is predetermined, divided into four zones to visit. From the starting zone are borders you can breach to enter Zone A or Zone B, the midgame zones. Here you need to prepare and to find the key to enter the fourth and last zone, where the endgame takes place. It could be structured a bit like one of those exemplary analyses of Zelda levels, with bombs to breach weak walls, branches to make you feel like you're choosing your own way while carefully guiding you past mandatory choke points, etc. The midgame zone you choose to enter first should be set as the main branch, with the remaining midgame zone tagged to remain as an optional bonus branch.
Third, the player gets to choose some parameters at the start of the game. This is where it starts getting stochastic, as we're doing the equivalent of setting a random seed. Consider the following:
That gives a little more than 4^4=256, a fine, round number of starting positions. Your choice of species will set a starting gift, like frogs can swim, mice are fast, whatever. Your starting map ("cabin", "town" etc.) has its predetermined follow-ups, so if you choose "cabin" it has paths to "woods" and "town", and if you choose "town", you get "shrine" and "ferryman" as followups. Choosing to start in the town means you won't get the shrine or ferryman later in the game, but are guaranteed to come across the woods and the cabin. A level like "natural source" will play out differently if you're sent there to talk with a guardian, or to steal a treasure, and whether that happens in the early or late game. Also, factors like climate and player race may affect which species inhabits a particular place (facing slow, mighty elephants or quick, crafy mice makes a difference).
Visiting the swamp or the desert first might become a strategic choice, since it determines if you'll be facing salamanders and scorpions or spiders and platypuses.
Envisioned on this scale, with 4 zones, I'd probably need around a dozen locations. The game should be scaled to a small proof-of-concept, taking less than an hour to win. Still sounds more like a 7 Month Roguelike to me. It can be done, though. The hard part would be to get the design just right.
I might actually give it a shot (but probably not as a 7drl) if the right conditions arise, as I've really been wanting to check out Godot for mobile games, and I would love to make something silly like that, that my kids (and other random peeps) might enjoy playing.
As always,
Minotauros
TL;DR: In the end, it's practically randomized, anyway :P
#DogmeRL 7DRL
A Dogme 95-inspired Roguelike, featuring:
No ASCII!
No message log!
No keyboard interface!
No random maps!
No permadeath!
No grid-based tactics!
No item identification!
No MacGyvering your way out!
No resource management (consumables, healing, food clock)!
No hack'n'slash!
No rpg system!
No dungeons!
Modular gameplay!
Emphasis on story!
Play as a party!
The full Roguelitelike experience in one package!
![]() |
| Check and mate, suckers! |
I've long wanted to make an Anti-RL that "breaks all the rules" for what a RL is. It struck me now that it would be ideal to combine with two other things I've been wanting to do, namely learning a bit of Godot, and making a game for my kids (targeted age around 6-9).
In the end, I would aim to make something that doesn't fit the genre definition by any stretch, while retaining that good ol'e RL feeling.
Tail of Eugor
For the actual game, I figured the basic interface is a touchscreen Roguelite with minimal text and easily graspable (hopefully deep/fun) gameplay.![]() |
| The scourge of elephants |
On the list of anti-features, some almost give themselves, some merit more consideration.
![]() |
| EUGOR: Featuring Modular Gameplay™ |
NO HACK'N'SLASH: Since it's for kids, I don't want combat to be the main way to solve everything. Sure, some spectacular fighting scenes with earthquake hammers and the like, but it might be better to give the hungry lion a pancake to make it happy. Maybe it will even join you on your quest!
NO IVENTORY HANDLING: Instead of inventory, the player collects "gifts" (objects, skills or characters who join your party). Your gifts determine what you can do, depicted as icons in a menu. You can always try to use any gift in any encounter? If you have Icarus Wings, you can use them to fly over the river or escape from a fight. If you have Persuation as a gift, use it to calm your enemies or get special favors from friendly NPCs, etc. Gifts may sometimes not work (angry bees won't be persuaded, troll immune to sleeping magic), and gifts are not comsumable. The gift Itching Powder would have infinite charges, it's just a thing your toon can do. Throughout any one game, you'll just get a handful of gifts, so there's no looting and no identification subgame. While there is leeway for some "easter egg effects", there should be no "complex interactions" like dipping, throwing or collateral demolition.
![]() |
| Uh … Follow the dotted brick road? |
First of all, each level/node you visit is prefabricated. If "elemental temple" is a place, you always get the same layout, with the same designated spots for your acolytes and abbess, your braziers and you vortex of elemental doom. Each place should be a small screen, so the "temple" is really just a little shrine that your avatar can cross in less than ten strides..
Second, the overworld map is predetermined, divided into four zones to visit. From the starting zone are borders you can breach to enter Zone A or Zone B, the midgame zones. Here you need to prepare and to find the key to enter the fourth and last zone, where the endgame takes place. It could be structured a bit like one of those exemplary analyses of Zelda levels, with bombs to breach weak walls, branches to make you feel like you're choosing your own way while carefully guiding you past mandatory choke points, etc. The midgame zone you choose to enter first should be set as the main branch, with the remaining midgame zone tagged to remain as an optional bonus branch.
Third, the player gets to choose some parameters at the start of the game. This is where it starts getting stochastic, as we're doing the equivalent of setting a random seed. Consider the following:
"Eugor was a young …
«Just send me the money»
1) frog 2) mouse 3) elephant 4) fox 5) chicken
… who lived in a …
1) cabin 2) town 3) shrine
… by a …
1) river 2) ravine 3) mountain 4) great wall.
… Eugor's neighbor tribe were …
1) frogs 2) mice 3) elephants 4) foxes."
That gives a little more than 4^4=256, a fine, round number of starting positions. Your choice of species will set a starting gift, like frogs can swim, mice are fast, whatever. Your starting map ("cabin", "town" etc.) has its predetermined follow-ups, so if you choose "cabin" it has paths to "woods" and "town", and if you choose "town", you get "shrine" and "ferryman" as followups. Choosing to start in the town means you won't get the shrine or ferryman later in the game, but are guaranteed to come across the woods and the cabin. A level like "natural source" will play out differently if you're sent there to talk with a guardian, or to steal a treasure, and whether that happens in the early or late game. Also, factors like climate and player race may affect which species inhabits a particular place (facing slow, mighty elephants or quick, crafy mice makes a difference).
![]() |
| Off to see the wizard, biatch! |
Envisioned on this scale, with 4 zones, I'd probably need around a dozen locations. The game should be scaled to a small proof-of-concept, taking less than an hour to win. Still sounds more like a 7 Month Roguelike to me. It can be done, though. The hard part would be to get the design just right.
I might actually give it a shot (but probably not as a 7drl) if the right conditions arise, as I've really been wanting to check out Godot for mobile games, and I would love to make something silly like that, that my kids (and other random peeps) might enjoy playing.
As always,
Minotauros
11 January 2017
In the works
![]() |
| Pick up smithereens |
![]() |
| I put road generation on halt when it started throwing swastikas at me. |
Adding bounties is also a tough nut to crack. I want to get it as right as I can from the outset, to avoid having to come back and make too many major changes afterwards. Thus spake the optimist. Bounties touch upon many other aspects of the game, from map generation to skill advancement. I'm talking about proper story lines here, not just dumping some goon's head at the local tribunal to collect the cash reward (you can already do that in #10). As with settlements, I'll probably add something very simplistic for now, just to sort out the basics, like how the game world should spawn and know about bounty-related places, having villagers disperse rumors about active bounties, getting an interface for rewards/resting/experience, and so forth.
![]() |
| Hunted by kerebears |
Here and now, I may sidestep the issue, slap a Wanted-poster up on the wall of the jailhouse or post office and see where it takes me.
Also in the works is a travelogue mode, that zooms out on the map and gives the player access to various utilities (setting waypoints, logging rumors and bounties, etc). I may not need this for #11, but it's going to be a boon as the game world gets more involved.
As always, Minotauros
16 December 2016
Fragments of principles of prop design in LoSt
Abstraction
Props (and skills) are slightly stylized representations of a characters resources. This stems from back when LoSt (Boot Hill RL, at the time) was a cardgame/RL hybrid. I didn't want the player to become too much like a "paper doll" with assorted inventory. Some learnable skills may assume you to have the necessary tools at hand, as some props assume you possess the necessary skills to use them.Encumbrance, inventory space
![]() |
| All the dead dudes … |
![]() |
| I'd rather a sledge-pick. |
Wearables, containers, more tools and actions …
… building houses, skinning animals, modifying items and mailing them to your future incarnations, gambling, rail laying, light landscape gardening … Who can tell if and how they will appear?Lead slugs
Lead (♄) is the most important prop in LoSt, doubling as money and ammo. As a symbol of prosperity, it could even be used as a stat akin to karma. Instead of a food clock, a system where the player spends 1♄to rest each night?Current list of props in LoSt
![]() |
| Glogious death awaits! |
Wishlist and ideas
Shotguns (fire several buckshot i randomized directions), punt guns (like a shotgun, but ten feet long; perhaps for crowd control or safaris), gatling guns (mounted mayhem), stockmarkers (burnmark cattle and people), tripwire and fuses (detonate dynamite from a safe distance), booze and drugs (it all starts with an innocently puffing cigar; fancy becoming an amphetamine addict or ingesting the poison seeds of holy plants), chloroform, tonics, poisons and antidotes, sandbags (why not?), ropes and lassos (for sure!), badges, books, lanterns, pliers, lead ore, caltrops, instruments, stilts, bear traps, nets, eggs, mummies, letters, mirrors, chain and tackle.All that stuff.
As always,
Minotauros
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