Having just returned to the Hostel at CERN, I decided to quickly let the rest of you know that IRDC 09 has started successfully!
We had a nice welcome from Mario and tour of CERN, followed by some exciting presentations and discussions. I'm currently transferring the 10 gb of video to my laptop. Maybe this year we'll get it compressed and available faster than last year!
I am sorry to report that the lighting in the room prevented the traditional cabal shot so far. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
At Sat, 7 Nov 2009 16:43:25 -0800 (PST), Jeff Lait wrote:
> Having just returned to the Hostel at CERN, I decided to quickly let > the rest of you know that IRDC 09 has started successfully!
The IRDC 2009 is now officially over. I want to thank everyone for the great time we had together and for all the great ideas and discussions. I especially want to thank Mario for all the organising -- you not only made IRDC 2009 happen, but you also made it an awesome experience. Thank you for your time and effort.
My personal takeaway is mostly the energy and ideas for going back to roguelike game development. I realized how much I missed it during the last year and how rewarding it can actually be to get your @ walking around the screen.
I hope that we will meet again on future IRDCs, with even more roguelike game developers from all over the world.
> At Sat, 7 Nov 2009 16:43:25 -0800 (PST), Jeff Lait wrote:
>> Having just returned to the Hostel at CERN, I decided to quickly let >> the rest of you know that IRDC 09 has started successfully!
> The IRDC 2009 is now officially over. I want to thank everyone for the > great time we had together and for all the great ideas and discussions. > I especially want to thank Mario for all the organising -- you not only > made IRDC 2009 happen, but you also made it an awesome experience. Thank > you for your time and effort.
> My personal takeaway is mostly the energy and ideas for going back to > roguelike game development. I realized how much I missed it during the > last year and how rewarding it can actually be to get your @ walking > around the screen.
> I hope that we will meet again on future IRDCs, with even more roguelike > game developers from all over the world.
I also thank everyone for the great time. It was a brilliant conference, with lots of inputs, ideas and discussions. Hope you all had some fun, also on the "extra-curricular" events :-) Looking forward to seeing you again at IRDC'10 :-)
Radomir Dopieralski <n...@sheep.art.pl> wrote: > At Sat, 7 Nov 2009 16:43:25 -0800 (PST), Jeff Lait wrote:
>> Having just returned to the Hostel at CERN, I decided to quickly let >> the rest of you know that IRDC 09 has started successfully!
> The IRDC 2009 is now officially over. I want to thank everyone for the > great time we had together and for all the great ideas and > discussions.
I too was having great fun with all of you and fighting CERN bureaucracy was almost like fighting in a dungeon. ;-)
I'm sorry that I had to leave early and that I missed the ending hours of the IRDC.
> I especially want to thank Mario for all the organising -- you not only > made IRDC 2009 happen, but you also made it an awesome experience. Thank > you for your time and effort.
Yes, once again he proofed the cliche right that Austrians are perfect hosts. :-)
On Nov 8, 10:39 pm, Radomir Dopieralski <n...@sheep.art.pl> wrote:
> The IRDC 2009 is now officially over. I want to thank everyone for the > great time we had together and for all the great ideas and discussions. > I especially want to thank Mario for all the organising -- you not only > made IRDC 2009 happen, but you also made it an awesome experience. Thank > you for your time and effort.
I concur. I had so much fun during those few couple of days, and I'd like to thank Mario for organizing the conference and entertainment and also everyone else participating. You all made it a great experience! Thank you.
For next time, Prague and Copenhague were brought up as interesting locations, so if there are any roguelike developers (or players) living in these cities, please speak up. :)
> I concur. I had so much fun during those few couple of days, and I'd > like to thank Mario for organizing the conference and entertainment > and also everyone else participating. You all made it a great > experience! Thank you.
It was really great, I also had a lot of fun & came out of it full of motivation to work on a new roguelike.
On Nov 9, 6:12 am, Patric Mueller <bh...@bigfoot.com> wrote:
> I too was having great fun with all of you and fighting CERN > bureaucracy was almost like fighting in a dungeon. ;-)
So true! I was rather worried Saturday morning when I faced a contradictory set of requirements to gain entrance, but all's well that ends well!
The final session was to try and play a multiplayer roguelike, at a future conference we should think of this ahead of time so we can prep some machines/severs and provide some formal post-discussion.
Radomir Dopieralski <n...@sheep.art.pl> wrote: > At Wed, 11 Nov 2009 10:43:36 -0800 (PST), Cuboidz wrote:
>> On 11 nov, 18:08, Jeff Lait <torespondisfut...@hotmail.com> wrote:
>>> An excellent IRDC! Look forward to seeing the videos posted.
>> BTW: Who ended up winning the debate on 'balance'?
> Jeff. He had his presentation and then everybody agreed.
I disagreed! I pointed out a fatal flaw in one of his conclusions. :-)
But I'd need to see the slides again to remember to what extent I agreed with the rest of his conclusions.
It's also a little difficult to discuss that as "balance" is a rather broad term. We missed the opportunity to set up Geneva conventions for the meaning of "balance". ;-)
But his "if a mace and a long sword are completely balanced there's no difference between them and they are equal (except the falvour text)" is surely taking balance to an extreme and in such a case I agree wholeheartedly with Jeff.
Patric Mueller wrote: > But his "if a mace and a long sword are completely balanced there's no > difference between them and they are equal (except the flavour text)" > is surely taking balance to an extreme and in such a case I agree > wholeheartedly with Jeff.
I didn't see the presentation, but I take issue with the idea. To me, a long sword and a mace can be completely balanced as in having equal value to players on the whole, but still different.
One may have more value to a high-strength or high-endurance character whereas the other has more value to a high-speed character. (six pounds of mace makes you tired faster than four pounds of longsword)
One may be more effective against heavily armored opponents while the other is more effective against lightly armored or unarmored opponents (typically maces were used against armored opponents because impact damage is unaffected by flexible armor such as leather and chain, and they could dent things that swords couldn't easily penetrate).
One may be more effective in offense and the other more effective in defense. Ever tried to parry effectively with a mace?
And so on. To me balance is all about finding points on a curve of tradeoffs. If items are balanced, then each is more valuable than the other sometimes, for some purposes, to some people.
In article <4afc51a1$0$1605$742ec...@news.sonic.net>, Ray <b...@sonic.net> wrote: >(six pounds of mace makes you tired faster than four pounds of >longsword)
Yep. But can the player detect the difference? I wager no, unless you add something like a stamina bar or sound effects of labored breathing.
On Thu, 12 Nov 2009, Patric Mueller wrote: > Radomir Dopieralski <n...@sheep.art.pl> wrote: >> At Wed, 11 Nov 2009 10:43:36 -0800 (PST), Cuboidz wrote: >>> BTW: Who ended up winning the debate on 'balance'?
>> Jeff. He had his presentation and then everybody agreed.
> I disagreed! I pointed out a fatal flaw in one of his conclusions. :-) > But his "if a mace and a long sword are completely balanced there's no > difference between them and they are equal (except the falvour text)" > is surely taking balance to an extreme and in such a case I agree > wholeheartedly with Jeff.
I don't believe Jeff used that as an argument. The point is not to make everything equal, out of fear of difference. Roguelike design is not communism. Rather, the idea is to diversify as much as possible (this includes making weapons *noticeably* different) but as balanced as possible (so that ideally the answer to "should I use sword or mace" is generally "it depends").
On 9 Nov, 23:04, Ido Yehieli <ido.yehi...@chello.at> wrote:
> JPEG wrote:
> > I concur. I had so much fun during those few couple of days, and I'd > > like to thank Mario for organizing the conference and entertainment > > and also everyone else participating. You all made it a great > > experience! Thank you.
> It was really great, I also had a lot of fun & came out of it full of > motivation to work on a new roguelike.
I enjoyed meeting everyone, hearing the talks and seeing CERN & Geneva (particular thanks to Mario for showing me around CERN). I'll upload my talk somewhere just as soon as I get the videos transcoded into a more sensible format. Hopefully others will be prepared to upload their presentations to make a useful archive. Looking forward (ish) to seeing the videos. Asking and answering questions on tape is fairly nervewracking!