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.

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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.

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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.

 

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