(Part 2) Best products from r/roguelikedev
We found 10 comments on r/roguelikedev discussing the most recommended products. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 30 products and ranked them based on the amount of positive reactions they received. Here are the products ranked 21-40. You can also go back to the previous section.
21. Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
- This refurbished product is tested and certified to work properly. The product will have minor blemishes and/or light scratches. The refurbishing process includes functionality testing, basic cleaning, inspection, and repackaging. The product ships with all relevant accessories, and may arrive in a generic box.
Features:
23. Emergence in Games (Charles River Media Game Development)
Used Book in Good Condition
24. Designing Virtual Worlds
- 1. A mounting hole in the middle of one edge to allow for easier bed leveling thanks to Nophead for this suggestion.M
- 2. Larger LED and Resistor pads to allow for 1206 size surface mount components.
- 3. Much larger area to solder the current carrying wire, easily connect ribbon cable (such as with the Mendel90 headbed connection). Also the through holes increased in size.
- 4. The redundant pads on the non-heating element side of the board removed to prevent confusion.
- 5.These are not electrically connected if the board is not plated (plated boards are bad for the reasons outlined by Josef Prusa above).
Features:
25. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition
AK Peters
29. Clean Code: A Handbook of Agile Software Craftsmanship
- Prentice Hall
Features:
30. 3D Math Primer For Graphics and Game Development (Wordware Game Math Library)
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- SLIM FIT - Amazingly thin premium glass screen protection that is precisely formed to fit your device.
- OLEOPHOBIC COATING - You can kiss annoying smudges and fingerprints goodbye. EASY INSTALLATION - Advanced silicone adhesion ensures easy installation without bubbling or permanent residue. EASY INSTALLATION - Advanced silicone adhesion ensures easy installation without bubbling or permanent residue.
- EASY INSTALLATION - Advanced silicone adhesion ensures easy installation without bubbling or permanent residue.
Features:
I agree that books explicitly devoted to Roguelikes are rare, let alone for Roguelike Development. In fact, I only know of 3 related to either:
That said, I imagine there are other books that are directly applicable to Rogulike Development, such as that PCG book I linked in the OP. Maybe there are some strong AI, Game Design, or even UI books that roguelike devs here have found applicable?
Divided Kingdoms
I've been very busy at work, so development time was limited this week:
After reading a book on AI (Behavioral Mathematics for Game AI) and a book on emergence (Emergence in Games), I started reading Game Design Workshop; it's a great book so far. I want to read Designing Virtual Worlds next.
See you next week!
I'd recommend this book, though if new to coding it may be a bit overwhelming https://www.amazon.com/Engine-Architecture-Second-Jason-Gregory/dp/1466560010/ref=pd_lpo_sbs_14_t_0?_encoding=UTF8&psc=1&refRID=NC95XNX16602MDF2SG80
If I had 40 bucks I would buy this right now
https://www.amazon.com/gp/aw/d/1138743313/ref=tmm_hrd_title_0?ie=UTF8&qid=&sr=
Uh... I only noticed now that you were looking at the first edition... I actually meant the second edition. But by comparing it I guess your comments on the chapters still apply, with only part of 6 being relevant.
I prefer Uncle Bob's view:
> It is well known that I prefer code that has few comments. I code by the principle that good code does not require many comments. Indeed, I have often suggested that every comment represents a failure to make the code self explanatory. I have advised programmers to consider comments as a last resort.
Other times he puts it more bluntly:
>Comments are always failures. We must have them because we cannot always figure out how to express ourselves without them, but their use is not a cause for celebration.
or
>"Every time you write a comment, you should grimace and feel the failure of your ability of expression."
I know it's not always practical, but I like Uncle Bob's extremely demanding perspective, because I feel it sets a really high bar and struggling to work toward it is something that stretches me.
If this is a wildly shocking view, I highly recommend picking up a copy of Uncle Bob's book Clean Code which I learned about from this IRDC talk. I saw that talk, bought the book, read it, and my views were changed. I now refactor a lot more and comment a lot less.
Uncle Bob's minimally commented code doesn't come cheap though, he spends a ton of cycles after the code works, retooling it specifically to make it readable.
Also, for the record, I ain't no Uncle Bob. Don't misunderstand me as saying I live up to his standards please!!
While 2d math is common in roguelikes, 3d math is much more rare. Chapters 1-5 on coordinate systems, and vectors apply, but chapters 7-17 do not. While familiar with matrix math, I don't find it applicable to roguelike development. The visibility systems described in chapter 16 is not as far as I can tell from the preview on amazon applicable to roguelikes. In fact I'd be more confused if I read that and then tried to use it in a roguelike.
> By any means I would say that geometry (at any level) wouldn't be enough even for a RL. But right now I plan to focus on geometry, since it seems to be the most fundamental subject and the one I lack the most.
If I had to put together a primer on roguelike math:
I wouldn't start with wikipedia either. Instead https://www.khanacademy.org/math/geometry-home and https://www.khanacademy.org/math/trigonometry are a likely a decent means of starting.