Uploaded October 2024 | Updated September 2026, 9 hours ago
Gameplay architecture is vital to the success of a roguelike, but it doesn't get the attention it deserves. In this session, we'll cover the "Black Box" approach to running game simulations independently from input, UI, graphics, animation, VFX, and sound. We'll start with an overview of the benefits of rigorously separating your game logic from input and presentation. Then, we’ll dive deep into a specific implementation that has been successfully used in multiple games, both launched and in the works. We'll break down how it's been used to implement replay systems, undo systems, damage preview, save/load, and networking. By the end, you’ll see just how powerful this approach can be for your own games.
Gameplay architecture is vital to the success of a roguelike, but it doesn't get the attention it deserves. In this session, we'll cover the "Black Box" approach to running game simulations independently from input, UI, graphics, animation, VFX, and sound. We'll start with an overview of the benefits of rigorously separating your game logic from input and presentation. Then, we’ll dive deep into a specific implementation that has been successfully used in multiple games, both launched and in the works. We'll break down how it's been used to implement replay systems, undo systems, damage preview, save/load, and networking. By the end, you’ll see just how powerful this approach can be for your own games.










