Towards a Better Roguelike: Types of Randomness

Roguelikes are a genre defined by randomness. It’s the primary thing that sets them apart from other games. Even when they’re not really RPGs at all, a roguelike will have a level that is randomly generated. Or rather, what is called “procedural generation”, because true randomness is like a whole thing involving complicated mathematics that I’m not even gonna get into.


Randomness is something that should be used carefully, though. Especially when it comes to actual gameplay, it’s easy to lean on it too much and end up with a mess of a game. You can’t get away with making absolutely everything random, the chances of getting something that’s even playable are tiny. Continue reading “Towards a Better Roguelike: Types of Randomness”

Chapter 15: Chowder

Today we’ve got another fun chapter on our hands, but one that moves the plot a bit more. Ishmael and Queequeg have to get themselves situated on Nantucket, so they can look around and find a ship to ship with.


Sorry I’m a little late this week, I was off dogsitting again. It’s nice to take a bit of time away from the old computer desk every now and then. But let us get on with it! Continue reading “Chapter 15: Chowder”

Purpose: It’s a Racket

Last week, I was told to “find my life’s purpose”. It was in a very well-meaning context, just a sort of generic bit of encouraging life advice. But it really struck me, because I’ve thought before about how the idea of life having a purpose at all is some real bullshit.


purpose1 Continue reading “Purpose: It’s a Racket”