0:09 next up we have Eric Billings leag hello
0:13 hi so you are a Indie developer based in
0:15 Ottawa Canada Phil
0:17 Canadian who's always loved making games
0:19 and started as a kid with tools like
0:21 click and play since ENT entering the
0:24 industry Eric's worked on titles like
0:26 tunic and cuphead and released his own
0:28 commercial titles spring Falls and star
0:31 twine he also helps run monthly showand
0:33 tell meetups with local group dirty
0:36 rectangles and lately he's been making
0:38 small games for the Pico 8 including the
0:39 rug like inter ruins which I believe
0:42 you're going to talk about now uh yeah
0:43 thank you for the
0:47 introduction um so hi welcome to my talk
0:51 uh uh this is a scope down design uh
0:53 making a tiny Rog
0:57 leg um so hi hello uh my name is Eric
1:00 Bingley um I release games under the
1:03 name sparse Game Dev which is kind of a
1:05 weird name I know um I've been working
1:09 in the games industry since 2009 uh
1:10 though I started making games as a kid
1:12 like Alexi mentioned uh when I first got
1:13 into the
1:16 industry um I was working in on some AAA
1:19 stuff um and I've worked on some bigger
1:22 Indie titles and I've also released a a
1:25 couple of my own commercial games um so
1:27 none of these games are Rog leges so
1:30 what what am I talking about here um
1:32 this talk is about a different game uh
1:36 called into ruins which is a rogue Lake
1:38 um and it's also going to be about how
1:40 much I love the game
1:42 brogue uh and it's also going to be
1:44 about some basic strategies for
1:47 simplifying A Game's design um and how
1:49 they can lead to interesting choices and
1:51 how I think they did in the case of this
1:54 game um some disclaimers I'm going to be
1:57 comparing my game to brogue a lot um but
1:58 I don't think my game is better than
2:00 brog and brog is a masterpiece and one
2:03 of my favorite games of all time um and
2:06 also this is mostly a design Focus talk
2:08 uh but there's going to be just a little
2:10 bit of technical stuff um mostly going
2:13 over the limitations of the p8 platform
2:16 because that had a big impact on uh what
2:20 the game became and the design of
2:25 it um so what is inter ruins what is it
2:28 um inter runes is a traditional Rog like
2:31 for the pico8 fantasy cono
2:33 um it's also my first Rog like and my
2:36 first p8 game so I was kind of diving
2:38 into the deep end a bit with this
2:42 one and the the goal of the game is to
2:44 get to depth 16 and retrieve the wings
2:47 of yendor so pretty standard roog likee
2:51 stuff um it has hex grids as you can see
2:54 from the gift there um I like hex GDs
2:56 they're cool um and it also has
2:59 isometric I I say isometric I guess it's
3:01 nearly is symetric not maybe that's not
3:03 technically right uh pixel art uh that's
3:06 animated um so from a presentation
3:08 perspective that's that's what the game
3:11 is um what is
3:15 pico8 pico8 is a fantasy console um
3:18 inspired by older 8bit systems so it's
3:21 not like a real system or device that
3:24 existed it's a program that you run and
3:26 you can load cartridges uh like virtual
3:29 cartridges that were made by people and
3:32 play games um and other other things um
3:34 it was created by Joseph white also
3:36 known as
3:38 Zep and it has everything you need built
3:40 in to make games with it so it has like
3:44 a it has a code editor and it also has a
3:47 Sprite editor and it has a tracker for
3:50 making music and sounds um and all all
3:53 of this is very cute and fun to work
3:57 with it also has uh built-in tools or bu
3:59 a built-in tool called splore which you
4:01 can use to explore things other people
4:03 have made um and like see featured games
4:04 and that kind of thing which is really
4:07 cool um it has a really nice
4:09 Community um and it has a lot of
4:11 technical restrictions that give games a
4:14 common feel so you you open up a p8 game
4:17 and it feels like a p8 game uh so what
4:18 are those
4:21 restrictions um it has a really small
4:23 resolution so everything looks really
4:26 chunky um it has a very limited Sprite
4:28 sheet as well so uh what you see to the
4:31 right that's all of the art in my
4:33 game um you can only use 16
4:37 colors um and there are four channels of
4:38 audio that you can set to different
4:42 waveforms to make sounds and
4:45 music um it also has limited memory and
4:48 CPU usage which is kind of neat because
4:50 uh it means that the games run the same
4:52 on different devices and it also means
4:54 that they can run on some pretty lowend
4:56 devices which is
4:59 cool um and there's a limit on the size
5:02 that your code can be so this is this is
5:05 like the big restriction because um if
5:06 you're talking about a Sprite sheet you
5:08 look at you look at your Sprites and you
5:11 say okay I I'm want to use dedicate a
5:12 quarter of this Sprite sheet to my
5:14 enemies and each one is 8 by eight and
5:16 it has four frames of Animation that
5:17 means I can have 16 enemies and it's
5:20 really easy to like say easy but it's
5:22 easier at least to to reason about that
5:25 and plan that out it's a lot harder to
5:28 look at your enem enemies and say I
5:30 think it's going to take this many lines
5:32 of code to implement pathing or some
5:35 other system that your game needs so um
5:37 the the code size thing is is tricky
5:39 it's it's kind of like solving a puzzle
5:41 as you make your game um I found that
5:43 like halfway through development anytime
5:45 I wanted to add something new I had to
5:46 go in and rework what I already had in
5:49 order to make it fit uh which can be
5:53 frustrating but it's also satisfying and
5:55 uh the upside to all these restrictions
5:58 are that the games are really small and
6:01 uh one cool thing about p8 is the games
6:04 can be encoded into the low entropy bits
6:07 of an image of the cartridge uh
6:10 so this picture here of the cartridge is
6:13 the game pcoa can open up that image and
6:17 run it um which is neat that's not quite
6:19 true my game is actually two cartridges
6:21 but it's the same
6:23 idea um I wanted to mention some other
6:25 games before I get going with the talk
6:30 uh pork like by Christian mayeski
6:32 and Cur curse of the Lich King by Johan
6:34 Pates uh so these are both Rogue leges
6:37 for the Pico 8 uh they also have kind of
6:38 a simplified design and they're
6:41 excellent games um and these are kind of
6:43 the two games I looked at and was like
6:45 okay I think what I'm trying to do is
6:48 possible on the p8 um and pork like
6:50 Christian actually has a entire YouTube
6:53 series that's a tutorial on how to make
6:55 this game so if you want to get into uh
6:57 roik development on the p8 that's a
7:00 really great place to start
7:02 uh so check that out um I also wanted to
7:04 mention Pixel Dungeon uh by OLG doia
7:08 which is uh another Rog like that is
7:11 based heavily on brogue um so a lot of
7:14 people uh who play my game will say this
7:16 is a lot like Pixel Dungeon and I think
7:18 that's because they both have kind of a
7:20 common ancestor but Pixel Dungeon uh
7:23 it's on PC and mobile it has cool pixel
7:25 art it's also a very excellent
7:29 game um and then of course uh brogue
7:32 Rogue is was the biggest influence uh
7:34 for me on this project created by Brian
7:37 Walker who has actually done a couple
7:38 different talks at this conference
7:40 before um I'll have links to those at
7:41 the end of the
7:44 talk um and so what is it that that
7:46 makes brog
7:48 special uh so brog is sort of a modern
7:50 reimagining of the original Rogue you
7:52 can see it has kind of like these single
7:54 screen dungeons like the original Rogue
7:58 did uh there's no classes so um it has
8:00 this really cool system system where uh
8:02 you the way you you build your
8:05 characters you kind of find random
8:06 equipment and then you also find these
8:09 Scrolls of Enchantment and when you when
8:11 you use those you apply them to one of
8:12 your pieces of equipment and power it up
8:15 so it's like as you're going you pick
8:16 which pieces of equipment you want to
8:18 want to keep and you choose which ones
8:21 to invest uh this resource into and you
8:23 build your character that way and uh
8:24 that's really flexible it's like you're
8:26 building a class as you go and it also
8:28 means that there's like a lot of variety
8:30 from to run and how it plays out which
8:33 is cool um it also has a lot of
8:36 different unique monster abilities um so
8:38 there's not that many monsters in the
8:40 game but uh they all have something kind
8:42 of special about them which is which is
8:44 neat because it's it means that uh
8:47 there's a lot of variety but also that
8:49 there's not as much to learn like once
8:51 you've played the game enough times you
8:53 you sort of you're familiar with the
8:54 different monsters and you know what to
8:57 expect for the most part which is cool
8:59 um it also has a lot of trans Arcy so it
9:02 tells you a lot about what the monsters
9:04 can do what your equipment can do what
9:06 the stats are and all that and so you
9:08 don't need to look it up and then
9:11 external Source or anything like
9:14 that um and then it also has this
9:16 concept of machine rooms which is I
9:18 think core to brogue but not something I
9:21 even attempted to put into my game uh
9:24 because it I knew it would just would
9:26 take too much code um but the machine
9:29 rooms are basically uh puzzles that are
9:31 integrated into the dungeon levels and
9:34 when you solve them it opens up a room
9:36 and uh there's in the room there's a
9:37 bunch of different pieces of equipment
9:39 but you're only allowed to take one of
9:40 them so this is another way that the
9:43 game kind of gives you flexibility in
9:45 designing your character
9:48 builds it also has like really organic
9:51 feeling and pretty level generation like
9:52 I this cave system on the right looks
9:54 really cool with this big open pit and
9:56 the water um and it has a lot of
9:58 interactions with the environment so
10:00 things can catch on fire there's gases
10:03 that can kind of spread out um and
10:04 there's traps um so all of this makes
10:07 for really Dynamic gameplay and like a
10:09 lot of tactics which is a lot of fun
10:11 like positioning is really important and
10:12 kind of looking at what's around you and
10:14 and uh choosing a course of action based on
10:16 on
10:19 that and I think it's just a generally a
10:22 beautiful well-designed game um so it
10:24 was natural for me uh making my first
10:26 Rog like with no experience making
10:28 something in the genre to kind of look
10:30 to my favorite game in the genre for
10:32 inspiration and I sort so I sort of like
10:36 used this game as sort of a reference
10:38 point when I was making my game um but I
10:40 also wanted to do something unique I
10:43 didn't want to just make Rogue again so
10:45 and I I knew that because I was working
10:48 on the p8 and also because I wanted to
10:50 finish this game in a reasonable amount
10:52 of time I would need to simplify my
10:54 design quite a quite a
10:57 bit so how how do you do that how do you
11:04 um so you're thinking of adding another
11:06 system to your
11:08 game uh ask yourself do I really need
11:11 the system uh even if it's like a given
11:13 for the genre that you're working in ask
11:15 the question maybe especially if it is
11:17 because uh I think there's a lot of
11:19 things where we just kind of assume that
11:20 we need them we don't even think about
11:23 it uh we say this is this type of game
11:25 it means it needs this and we don't
11:27 examine the question and maybe you do
11:29 but it maybe you do need it maybe you
11:31 don't and it's nice to at least think
11:32 about those questions maybe they'll lead
11:35 you something lead you somewhere
11:37 interesting um ask yourself does this
11:39 add to the game and even if it does add
11:41 to the game is it worth the time
11:43 developing it and this is a real
11:44 question like we have limited time maybe
11:46 you don't want to spend uh two years
11:47 working on your Rogue like you have to
11:51 pick and choose which systems you put
11:54 in uh ask yourself even if it would add
11:56 something would it take away something
11:58 as well like would it distract from the
12:00 El elements that are the core of your
12:02 game is this part of the core of your
12:04 game or not and if it's not maybe you
12:06 don't need it and maybe it's taking away
12:08 attention from where you really want the
12:11 focus of the game to
12:13 be and would not having this give your
12:16 game something unique would it add
12:18 something different to your environments
12:20 or have add some kind of unique gameplay
12:22 thing that you haven't seen before or
12:26 just you know uh add some something
12:27 maybe it's a piece of World building
12:29 that comes out of this all things to
12:33 think about um and when not having this
12:34 thing like think through if you didn't
12:36 have this element would that lead you to
12:39 make other decisions in terms of design
12:41 that are interesting maybe it would lead
12:42 you to make some compromises that you're
12:44 not happy with but maybe it would open
12:46 up some new possibilities that you
12:47 wouldn't have thought of if you hadn't
12:52 like taken this line of of
12:54 Investigation uh so here's some examples
12:56 from inter ruins uh the first one is uh
12:59 my game doesn't have doors in it
13:02 uh doors are really hard they affect
13:04 lots of different systems like they
13:06 affect your they affect field of view
13:10 they affect enemy Ai and pathing you
13:11 have to think about like if I throw this
13:14 item at the door what happens it's just
13:17 really there's all these edge cases
13:19 um and if I was trying to make a
13:20 simplified design I didn't want to have
13:22 to deal with those so I decided to just
13:25 not have doors um my levels are pretty
13:28 small anyway and I thought maybe having
13:29 doors there would just make them feel
13:31 even more claustrophobic so this kind of
13:32 opens things
13:35 up um it kind of makes for more a
13:37 dynamic gameplay because it means that
13:38 sort of enemies can spot you from other
13:41 rooms uh you can be engaged in combat
13:42 and it'll kind of spill over from room
13:45 to room so it kind of uh it kind of
13:47 makes each floor of the dungeon feel
13:48 sort of like one big arena which is kind
13:50 of what I was going
13:52 for um and also it fits well
13:54 aesthetically with with the look of the
13:56 game because I'm going for these really
14:00 old crumbled uh dungeons
14:02 uh where like the walls are crumbling
14:04 and there's holes everywhere and the
14:07 only thing remaining is stuff made of
14:09 stone like the uh the bricks and the
14:12 statues that haven't rotted away so I
14:15 think that worked well for atmosphere as
14:18 well um here's another example character
14:21 levels uh brog actually already did this
14:24 um so when brog launched it did have a
14:26 character level system you would get XP
14:27 as you kill monsters and you would get
14:30 stronger and then and part way or at a
14:31 certain point it was removed from the
14:33 game which I don't think you see that
14:35 too often like a patch just like
14:36 stripping out a system from a game and
14:39 and making it stronger so so what does
14:43 removing levels do um for your game well
14:45 you you do lose a bit of that feeling of
14:48 your character like growing in power as
14:51 you kill monsters that's kind of a
14:54 compromise there um but in in the case
14:57 of of uh of in our case anyway uh we
14:59 already have like
15:02 another another way to progress your
15:03 character which is uh in my game they're
15:06 the orbs of power it's the equivalent of
15:08 the Scrolls of Enchantment and brogue
15:12 and so uh if we remove the character
15:14 leveling it just puts more focus on this
15:16 progression mechanic we already have uh
15:18 so it makes those decisions for what you
15:21 power up even more meaningful and it
15:23 also means that there's more variation
15:25 uh between the builds because they don't
15:29 all scale in this common way
15:31 uh it also puts more focus on stealth
15:34 play and allows you to run away from Monsters
15:35 Monsters
15:39 um so if you're in combat and it's
15:40 getting particularly nasty maybe you can
15:42 run away and jump down a pit or
15:45 something um because the player isn't
15:48 thinking about you know I I really don't
15:51 want to engage in this encounter but if
15:53 I don't I I'll miss out on XP and I'll
15:54 be behind because they don't have to
15:57 make that decision it means that they
15:59 have way more options it means that more
16:02 builds are viable um and I think that's
16:04 a good thing for the
16:08 game it also means that uh I can kind of
16:10 keep using my enemies longer from the
16:12 early game I can take those early game
16:15 enemies and plop them on later levels
16:16 and there's still a challenge for the
16:18 player which is really helpful in my
16:21 case because I can only have like 14
16:25 enemies um so maybe if I can use goblins
16:27 on the lower depths but just maybe have
16:29 bigger groups of goblins um that's a win it's
16:34 good uh What are some other ways that we
16:40 designs uh so so you're thinking of
16:43 adding not one but two different systems
16:44 to your
16:47 game uh ask yourself can one of these
16:49 systems do the job of the other
16:52 one and if it can would that be easier
16:54 to implement would it be easier for
16:56 players to understand um this often is
16:59 true if if if there are already familiar
17:00 with something and they see it again in
17:02 a different context they can make that
17:06 connection of how it should work um
17:08 would would this open up new gameplay
17:11 gameplay possibilities um and if they
17:13 can't quite be combined with the way
17:15 they're currently designed can you
17:17 change a little bit what your goals are
17:19 or just kind of massage the way one of
17:21 them Works to make it mostly cover the
17:23 basis of what the other one does think
17:25 about like if you did that what would
17:27 the consequences of that be um and maybe
17:29 that will maybe that won't work out but
17:32 it's good to examine that and maybe it
17:33 will also lead you to some some
17:34 different things and maybe it will
17:38 affect a lot of things in your
17:40 design uh so here's a really basic
17:42 example uh these ones I'm going to be
17:45 kind of comparing to Bogue a bit so uh
17:47 Bogue has both well like a lot of bro
17:50 leges it has both potions and Scrolls uh
17:52 potions are things that you can either
17:54 drink and they have an effect on you or
17:55 you can throw them and they have an
17:58 effect on the environment or on what
18:00 whatever you threw it at um and scrolls
18:03 are a thing that you can read them and
18:05 they have a magical effect and then once
18:06 you read them they're they're they're
18:10 like a one use item um so if you think
18:12 about it like drinking a potion and
18:15 using a scroll is very similar action so
18:18 I decided to combine these two concepts
18:21 together into something I called
18:25 orbs so um all orbs can be used or
18:27 thrown so if you look at the the
18:29 animation on the right there you can see
18:32 um the player finds a black orb and
18:34 throws it and it turns out it's an orb
18:36 of fire and it sets the enemy and the
18:38 environment on fire um if you were to
18:40 use that instead then the player would
18:42 burst into flames and fire would spread
18:45 around them um but what does it actually
18:48 mean to use an orb like diagetic I think
18:49 this is kind of an aside I just think
18:51 it's it's an interesting question I
18:54 initially wanted the verb to be to eat I
18:56 thought it'd be funny if you were if you
18:58 were eating the orbs um but when when I
18:59 thought about it a bit it didn't really
19:01 make sense that you would like consume
19:03 something and then it would power up a
19:05 piece of equipment or identify something
19:09 so I I decided to scrap that and just
19:10 like leave it up to the imagination of
19:13 the player so what you're actually doing
19:15 I I'm not really sure maybe it depends
19:18 on which orb I don't know it doesn't
19:21 really matter um and so the other thing
19:23 about combining these two categories is
19:27 uh because we have very few items like I
19:29 I think I only have orbs in total in the
19:32 game um because I'm restricted in the
19:34 number of Sprites and the number of
19:37 behaviors I can have coded in um
19:38 combining these two categories makes the
19:40 identification game more interesting
19:42 because now we have eight differently
19:43 colored things and we have to try them
19:46 out and it takes longer to figure out
19:48 which ones are which because if we had I
19:51 think if we had like two categories with
19:52 four each it would be a lot easier to
19:55 narrow that down maybe that's less
19:58 interesting um this is another example
20:00 here of an orb where so there's an orb
20:03 of data which normally you would use to
20:06 uh identify your equipment but if I
20:09 throw it at this Goblin we can see that
20:10 the goblin is named Fluffy and you can
20:17 stats uh another example is staves and
20:19 Wands so in brog brog has both of these
20:22 Concepts that staves are basically like
20:23 adding a spell to your character you get
20:26 it and then you it charges back over
20:29 time and you can use it to cast spells
20:31 and you can power it up with your
20:35 orbs um and then wands are more like you
20:36 you get them and they have a limited
20:39 charge they don't they don't recharge
20:40 and once they're out of charges you
20:42 would normally throw them away you can
20:43 power them up to get back some charges
20:45 but nor they're not usually like a core
20:47 part of your character
20:49 build um so I decided to combine these
20:52 two concepts together into staves but
20:55 but different um so the staves in my
20:58 game don't recharge on their own uh they
21:00 don't recharge over time um but you can
21:02 still charge them up with the orbs so if
21:04 you use an orb on it it will fully
21:07 recharge and also gain a charge and you
21:09 can also charge them with specialized
21:12 equipment that you find um there's an
21:13 amulet of wisdom and a cloak of wisdom
21:16 and if you have those then when you go
21:18 down a level in the dungeon it recharges your
21:19 your
21:22 staves um so what what this does is um
21:24 it means that depending on your build
21:25 you would use these items really
21:26 differently so if you're playing like a
21:30 melee build you would uh probably just
21:31 use all the charges and then throw it
21:34 away and if you were playing a magic
21:36 build you would be willing to invest uh
21:39 those orbs of power into the staves and
21:40 keep recharging them and if you happen
21:43 to find the equipment that lets you
21:45 recharge them as you go then maybe you
21:46 could have a bunch of different staves
21:49 that all recharge at once um and get a
21:51 powerful build that way um so there's a
21:54 lot of different options um that come
21:56 from just this one category of item
21:59 which I think is really cool
22:01 um and now here's a more like system
22:05 based one so uh again in brog there's
22:09 both light and stealth so uh
22:12 there's on your dungeon levels there's
22:13 uh areas that are brightly illuminated
22:15 there's areas that have like patches of
22:17 darkness and as you go down the dungeon
22:20 it gets gradually darker and darker and
22:22 there's also a stealth system where you
22:26 have a stealth range and uh enemies that
22:27 are within that stealth range have a
22:30 chance the spot you each turn um but
22:32 it's a little bit hard to reason about
22:34 what that stealth range is as you move
22:36 around the dungeon because it's it's
22:40 calculated based on uh the the how how
22:41 much light is in the tiing which is not
22:44 always easy to tell and also based on
22:47 the Last Action you took so there's like
22:49 a there's a thing you can turn on that
22:52 adds an overlay um which shows you this
22:54 steth range which helps a little bit but
22:55 I wanted to go in a different direction
22:57 with this so I asked the question like
23:00 what if light and stealth are the same
23:01 um instead of having a separate stealth
23:03 range what if I just use light to
23:06 determine visibility um so this means
23:08 the enemy is see in almost the same way
23:11 the player does um so I think that's a
23:14 little easier to reason about um if
23:15 you're if you're standing in the light
23:18 then they have a chance to spot you um
23:20 and um that also means they can kind of
23:22 see you from across the map which is a little
23:23 little
23:26 interesting um and it also affected sort
23:29 of the way that I design my stealth
23:31 system because well now instead of
23:33 having an item like a cloak of stealth
23:35 that makes it harder for enemies to spot
23:38 you I have items which allow you to see
23:40 further into the darkness um so what
23:43 this does is it uh first of all gives
23:45 you more map awareness in general but
23:47 the big thing it does is it allows you
23:51 to play more effectively in the dark um
23:54 so now you can uh like instead of using
23:56 the items that give you light you can
23:57 not use those you can stay in the dark
23:59 more often and play stealthy that way
24:02 you can throw items at torches to knock
24:03 them over so you don't have to go into
24:05 the light and you can sneak by enemies
24:06 there's all these different options that open
24:08 open
24:12 up um and I think uh the result of this
24:14 maybe is that uh stealth is a little bit
24:16 overpowered in the game um but the
24:17 interesting thing is you can tweak this
24:19 really easily just by having more things
24:22 cast light um like you could have an
24:26 enemy that carries a torch around um and
24:29 I have it so that uh when you cast
24:32 certain or use certain staves it
24:33 eliminates your character for your turn
24:34 and enemies can spot you and that kind
24:37 of thing so um it's really dependent on
24:39 on the light and that that makes it I
24:41 think pretty Dynamic and and intuitive
24:44 for the player as well
24:50 um and this is the big one so
24:52 um so stairs and holes this might seem
24:56 kind of silly um but uh this was like a
24:58 big thing for the game um so again in
25:00 brogue there's
25:02 a so it has stairs like a normal Rog
25:04 like you can go to the stairs and go
25:05 down to the lower level and that's the
25:07 normal way that you get around the
25:10 dungeon and progress um but it also has
25:12 these big open chasms that you can
25:16 choose to to jump down if you want um
25:18 and brog these these hurt you quite a
25:20 lot um and so you normally only do it
25:22 when you're desperate um but I wanted to
25:25 ask the question what if this was the
25:29 only way to progress like do we need stairs
25:30 stairs
25:34 um and and this was a really big deal um so
25:36 so
25:38 uh this led to like all of these
25:42 different cascading design decisions um
25:44 so if we don't have stairs and you have
25:46 to jump down these pits I didn't want
25:48 you to always be hurting the player
25:50 anytime they're going down a level that
25:52 felt really mean so I added an item
25:54 called the orb of gravity um when you
25:56 use the orb of gravity it gives you a
26:00 slowfall uh status which ticks down and
26:01 as long as you have that running you can
26:04 safely descend without hurting
26:06 yourself um so if you think about it
26:08 what that really does it it acts like a
26:11 like the H like the hunger meter uh in
26:12 another rug like it's sort of a
26:14 replacement for the Hunger meter because
26:17 it adds this pressure to keep going um
26:19 you have to make progress you have to
26:21 get down the hole before it runs out and
26:22 you have to find more of these things so
26:24 that you don't end up hurting
26:26 yourself so I think that's really
26:28 interesting it's not super obvious that
26:31 it does that but I think it does um the
26:33 other thing about this is it means now
26:36 you can't go back up um sounds simple
26:39 but it has a lot of effects on on the gameplay
26:41 gameplay
26:44 um it affects uh the way that I designed
26:46 the items it affects Inventory
26:48 management because now you can't just
26:49 leave something behind and return to it
26:51 later you have to decide what items you
26:52 want to bring with you before you jump down
26:54 down
26:57 um so certain items like uh like uh the
27:00 the wisdom cloak I mentioned earlier um
27:02 and also I did this for basically all of
27:04 the passive effects in the game they
27:05 don't just happen over time they only
27:08 happen uh when you jump down and I
27:09 wouldn't be able to do this if you could
27:10 go back up again because then you could
27:13 just go up and down and keep activating the
27:14 the
27:17 item um so the big thing that this does
27:19 is it means that uh because it only
27:21 activates when you go down there's no
27:23 incentive to just wait around for your
27:25 stuff to recharge um you always have to
27:28 make progress in order for things to
27:30 happen uh which I think really uh
27:32 strengthened uh the design of the game
27:35 and the way these items
27:38 worked it also affects level generation
27:39 because now we we need to have these
27:41 holes on every floor and we know that
27:42 the player is always going to be on the
27:44 lookout for them
27:46 um and so it kind of affects the
27:49 Aesthetics of the levels it also um I'm
27:52 actually generating the next depth
27:54 differently depending on which hole you
27:56 jump down we don't need to get into that
27:58 too much but it's sort of interesting
27:59 um just to make it feel more like a cohesive
28:01 cohesive
28:04 dungeon um and it also got integrated
28:07 into uh the story of the game so the
28:11 game opens up with uh the player looking
28:14 into this uh open Chasm this cave and
28:16 feeling like a call from it and feeling
28:18 like they they need to go down and
28:22 explore um and it also the the item
28:24 you're looking for uh the wings of
28:27 yendor is a method of Escape because
28:29 it's you don't have a way to go up
28:31 otherwise um so cutting stairs from the
28:34 game really for me I made this decision
28:36 early on and it really defined what the
28:39 game became um it would be a completely
28:41 different game if I had stairs in it and
28:43 I think it's really interesting that
28:45 just cutting one feature can can lead
28:48 you to all these different places um and
28:50 and affect like the design so much and
28:53 even not just like the gameplay but the
28:55 themes uh and
28:58 everything um so so what are some
29:02 takeaways uh did I learn from from this
29:04 um like I said cutting or combining
29:07 features often leads you to unexpected
29:09 places uh having fewer things forces you
29:12 to really tune the systems you have and
29:14 think about how they interact together
29:15 so when we're designing a Rog like you
29:17 always want to have different
29:20 interacting systems um that's what leads
29:22 to sort of the unexpect unexpected
29:24 Behavior but if you have like a thousand
29:26 different things in your game you're
29:28 probably not going to be thinking
29:30 about all of the combinations right so
29:31 you'll end up having some things that
29:33 feel more separate from each other I
29:35 think uh having fewer things forces you
29:38 to really think about this and what you
29:40 end up with generally is a more kind of
29:43 focused and cohesive design in the
29:45 end um and having fewer things can make
29:47 games easier to learn and understand for
29:49 players maybe this is obvious I don't
29:53 know um but restrictions can also be
29:54 inspiring and fun to work with I had a
29:57 lot of fun uh learning how to use p8 and
29:59 games for it and there's a lot of other
30:00 kind of projects that have similar
30:02 restrictions so if you want to play
30:03 around with these things I would
30:05 recommend it it's it's really fun um and
30:09 it leads you to uh to things you might
30:11 not have thought of
30:14 otherwise um and simpler games are
30:16 easier and faster to make so you can
30:18 move on with your life uh like I said we
30:21 have we have limited time um maybe you
30:23 don't want to spend tons of time working
30:24 on your Rog like maybe you want to get
30:26 to another project maybe you just want
30:28 to have more free time and spend less
30:30 time on this game um if you make your
30:35 game simpler it will be faster to make
30:38 probably and uh simple games are
30:40 beautiful uh this is this is a
30:42 subjective thing obviously but I think
30:45 if you can kind of achieve that that Rog
30:47 likee magic of having interacting
30:50 systems which cause like unexpected
30:51 things to happen and put you in
30:53 situations you didn't realize were
30:55 possible um if you can do that with
30:57 fewer elements it's just all the more
30:59 striking I
31:02 think um so that that's all I've got uh
31:04 here are some links you can follow me on
31:06 Maston or visit my website um I did a
31:08 write up on the level generation in the
31:11 game and also how I kind of crammed it
31:14 into a p8 cartridge um so you can check
31:16 that out on the Lexa forums uh you
31:17 should go play brog if you haven't it's
31:19 a really excellent game um and you
31:22 should check out uh Brian's talks at
31:24 previous Road like
31:28 celebrations um and try out p8
31:30 thanks that was wonderful Eric and it's
31:32 also it's very uh kind of you to be
31:34 telling people to go play broke I think
31:38 also go play Eric's cam like it's