Spencer Egart- Tooling for Roguelikes and Procgen @roguelikecelebration
Spencer Egart- Tooling for Roguelikes and Procgen  @roguelikecelebration
Uploaded October 2021 | Updated September 2026, 43 minutes ago
A high-level overview of the notion of creating specialized tools for both procgen and roguelike development. Focus on non-code solutions such as visual editors, why that canbe valuable in both gamedev and especially elements of roguelike development, even for solo devs.
Spencer Egart- Tooling for Roguelikes and ProcgenTabea Iseli: How hard can it be to create a non violent rogue lite dungeon crawler?Zach and Tarn Adams - Dwarf Fortress Design InspirationsRobin Mendoza: The Use of Knowledge in the Labyrinth: The price mechanism as a storytelling deviceJim Shepard - Tone and Humor in DungeonmansAbdelrahman Madkour: Controlling your generator using Expressive Range AnalysisBrenda Romero - Dynamic Relationships and Traits in Empire of SinSherveen Uduwana: Persistence and Resistence: How narrative in roguelikes is currently underusedThomas Biskup - 24 Years of ADOM in 24 MinutesQuinten Konyn - Anatomy of a Morgue FileBrianna McHorse & Chris Foster - Fusing AI with Game Design: Let the Chaos InCrashtroid - Preventing Ear Fatigue with Roguelike Music
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Spencer Egart- Tooling for Roguelikes and Procgen

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