Caves of Qud/Videos: Difference between revisions
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A collection of | A collection of Freehold Games's developers' talks relating to Caves of Qud at various venues. | ||
===Wave Function Collapse=== | ===Wave Function Collapse=== | ||
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Brian talks about data driven design and Caves of Qud. A must watch if you're interested in modding the game, since this is how all objects are structured. | Brian talks about data driven design and Caves of Qud. A must watch if you're interested in modding the game, since this is how all objects are structured. | ||
=== Community Management === | |||
{{#ev:youtube|db6S2lgTWmI}} | |||
Community manager Ivy talks about the development of the game's community from the ground up. | |||
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Caelyn, narrative designer for several quest lines, talks about improving accessibility and introducing beginners to roguelikes, with a special guest. |
Revision as of 15:40, 18 February 2021
A collection of Freehold Games's developers' talks relating to Caves of Qud at various venues.
Wave Function Collapse
Brian talks about dungeon generation using WFC, an algorithm that uses a small bitmap image to build a larger image.
History Generation
Jason talks about how the history of 5 sultans are procedurally generated every game.
Another talk of history, 1 year after the last one.
Jason talks about using Markov Chaining method to generate white books and titles. Contains spoilers for finding the Ruin of House Isner!
AI
Brian talks about AI in both Caves of Qud and Sproggiwood (a game also made by Freehold Games)
Entity Component System
Brian talks about data driven design and Caves of Qud. A must watch if you're interested in modding the game, since this is how all objects are structured.
Community Management
Community manager Ivy talks about the development of the game's community from the ground up.
Caelyn, narrative designer for several quest lines, talks about improving accessibility and introducing beginners to roguelikes, with a special guest.