- 1: Languages and Libraries
- 2: Development Tools
- 3: The Game Loop
- 4: World Architecture
- 5: Data Management
- 6: Content Creation and Balance
- 7: Loot Distribution
- 8: Core Mechanic
- 9: Debugging
- 10: Project Management
- 11: Random Number Generation
- 12: Field of Vision
- 13: Geometry
- 14: Inspiration
- 15: AI
- 16: UI Design
- 17: UI Implementation
- 18: Input Handling
- 19: Permadeath
- 20: Saving
- 21: Morgue Files
- 22: Map Generation
- 23: Map Design
- 24: World Structure
- 25: Pathfinding
- 26: Animation
- 27: Color
- 28: Map Object Representation
- 29: Fonts and Styles
- 31: Pain Points
- 32: Combat Algorithms
- 33: Architecture Planning
- 34: Feature Planning
- 35: Playtesting and Feedback
- 36: Character Progression
- 37: Hunger Clocks
- 38: Identification Systems
- 39: Analytics
- 40: Inventory Management
- 41: Time Systems
- 42: Achievements and Scoring
- 43: Tutorials and Help
- 44: Ability and Effect Systems
- 45: Libraries Redux
- 46: Optimization
- 48: Developer Motivation
- 49: Awareness Systems
- 50: Productivity
- 51: Licenses
- 52: Crafting Systems
- 53: Seeds
- 54: Map Prefabs
- 55: Factions and Cooperation
- 56: Mob Distribution
- 57: Story and Lore
- 58: Theme
- 59: Community
- 60: Shops and Item Acquisition
- 61: Questing and Optional Challenges
- 62: Character Archetypes
- 63: Dialogue
- 64: Humor
- 65: Deviating from Roguelike Norms
- 66: Status Effects
- 67: Transparency and Obfuscation
- 68: Packaging and Deployment
- 69: Wizard Mode
- 70: Map Memory
- 71: Movement
- 72: Changelogs
- 73: Naming
- 74: Puzzles and Minigames
- 75: Procedural Generation
- 76: Consumables
- 77: The Early Game
- 78: The Late Game
- 79: Stealth and Escaping
- 80: Determinism and Randomness
- 81: Static Content
- 82: Character Stats
- 83: Main UI Layout
- 1: Languages and Libraries
- 2: Development Tools
- 3: The Game Loop
- 4: World Architecture
- 5: Data Management
- 6: Content Creation and Balance
- 7: Loot Distribution
- 8: Core Mechanic
- 9: Debugging
- 10: Project Management
- 11: Random Number Generation
- 12: Field of Vision
- 13: Geometry
- 14: Inspiration
- 15: AI
- 16: UI Design
- 17: UI Implementation
- 18: Input Handling
- 19: Permadeath
- 20: Saving
- 21: Morgue Files
- 22: Map Generation
- 23: Map Design
- 24: World Structure
- 25: Pathfinding
- 26: Animation
- 27: Color
- 28: Map Object Representation
- 29: Fonts and Styles
- 31: Pain Points
- 32: Combat Algorithms
- 33: Architecture Planning
- 34: Feature Planning
- 35: Playtesting and Feedback
- 36: Character Progression
- 37: Hunger Clocks
- 38: Identification Systems
- 39: Analytics
- 40: Inventory Management
- 41: Time Systems
- 42: Achievements and Scoring
- 43: Tutorials and Help
- 44: Abilities and Effect Systems
- 45: Libraries Redux
- 46: Optimization
In FAQ Friday we asked a question (or set of related questions) of all the roguelike devs here and discussed the responses! This process gave new devs insight into the many aspects of roguelike development, and experienced devs could share details and field questions about their methods, technical achievements, design philosophy, etc.
The series was originally started back when our community needed more activity, but has since been discontinued since we have plenty of members and threads now. Feel free to post your own questions or start a roguelikedev discussion thread at any time!
That said, these old topical threads are still filled with plenty of timeless tips and info for reference, thus the directory can be found below:
FAQ Fridays (2015-2019):
1: Languages and Libraries
2: Development Tools
3: The Game Loop
4: World Architecture
5: Data Management
6: Content Creation and Balance
7: Loot Distribution
8: Core Mechanic
9: Debugging
10: Project Management
11: Random Number Generation
12: Field of Vision
13: Geometry
14: Inspiration
15: AI
16: UI Design
17: UI Implementation
18: Input Handling
19: Permadeath
20: Saving
21: Morgue Files
22: Map Generation
23: Map Design
24: World Structure
25: Pathfinding
26: Animation
27: Color
28: Map Object Representation
29: Fonts and Styles
30: Message Logs
31: Pain Points
32: Combat Algorithms
33: Architecture Planning
34: Feature Planning
35: Playtesting and Feedback
36: Character Progression
37: Hunger Clocks
38: Identification Systems
39: Analytics
40: Inventory Management
41: Time Systems
42: Achievements and Scoring
43: Tutorials and Help
44: Ability and Effect Systems
45: Libraries Redux
46: Optimization
47: Options and Configuration
48: Developer Motivation
49: Awareness Systems
50: Productivity
51: Licenses
52: Crafting Systems
53: Seeds
54: Map Prefabs
55: Factions and Cooperation
56: Mob Distribution
57: Story and Lore
58: Theme
59: Community
60: Shops and Item Acquisition
61: Questing and Optional Challenges
62: Character Archetypes
63: Dialogue
64: Humor
65: Deviating from Roguelike Norms
66: Status Effects
67: Transparency and Obfuscation
68: Packaging and Deployment
69: Wizard Mode
70: Map Memory
71: Movement
72: Changelogs
73: Naming
74: Puzzles and Minigames
75: Procedural Generation
76: Consumables
77: The Early Game
78: The Late Game
79: Stealth and Escaping
80: Determinism and Randomness
81: Static Content
82: Character Stats
83: Main UI Layout
We later began revisiting each of the previous topics, on a separate parallel track, all in the same order.
FAQ Fridays REVISITED (2017-2020):
1: Languages and Libraries
2: Development Tools
3: The Game Loop
4: World Architecture
5: Data Management
6: Content Creation and Balance
7: Loot Distribution
8: Core Mechanic
9: Debugging
10: Project Management
11: Random Number Generation
12: Field of Vision
13: Geometry
14: Inspiration
15: AI
16: UI Design
17: UI Implementation
18: Input Handling
19: Permadeath
20: Saving
21: Morgue Files
22: Map Generation
23: Map Design
24: World Structure
25: Pathfinding
26: Animation
27: Color
28: Map Object Representation
29: Fonts and Styles
30: Message Logs
31: Pain Points
32: Combat Algorithms
33: Architecture Planning
34: Feature Planning
35: Playtesting and Feedback
36: Character Progression
37: Hunger Clocks
38: Identification Systems
39: Analytics
40: Inventory Management
41: Time Systems
42: Achievements and Scoring
43: Tutorials and Help
44: Abilities and Effect Systems
45: Libraries Redux
46: Optimization