Josh Ge's Blog
Josh Ge has been designing and creating games for over a decade, and working on them full time for the past six years.
His first commercial game is Cogmind, released to early access in May 2015 following years of open development and design blogging. Read in-depth coverage of the process at gridsagegames.com/blog/.
Follow Josh on Twitter @GridSageGames.
The hows and whys of making Cogmind's difficulty settings more accessible, and more likely to be used.
Exploring the hows and whys of alternate modes of play for roguelikes, taking a range of mode types from Cogmind and other games as examples.
A complete rundown of the entire process behind designing and building a new map for the world of Cogmind, and explaining how it integrates with gameplay.
A comprehensive primer on how to get started with roguelike development,
guidance and tips in 5,500 words and 84 images. (A text version of the opening talk at Roguelike Celebration 2018.)
Exploring achievements in Cogmind, covering why and how they were selected and organized, the creation of 256 icons, and the underlying implementation including related UI features and Steam integration.
Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.
Josh Ge's Comments
[Blog - 09/27/2019 - 10:31]
Yeah even though with a ...
Yeah even though with a traditional roguelike it kinda makes sense that by default it 's going to be really hard, people really didn 't like the rawness of just making everything relative to that with such direct language. r n r nAnd the usefulness of having at least three ...
[Blog - 07/08/2019 - 10:23]
Indeed CDDA is a good ...
Indeed CDDA is a good case study in this area, also a relatively unique one in the roguelike world since it 's been in development for such a long time as an open source project with quite a few contributors. DCSS would also qualify in that regard, although I believe ...
[Blog - 03/13/2019 - 11:15]
It got long xD It ...
It got long xD It was originally even longer, so much so that I had to chop off the end and turn it into another pair of articles... The second is up on my blog, but will be patron-only for a while longer: r nhttps://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-procedural-layouts/
[Blog - 10/29/2018 - 10:35]
Thanks Eric, we 've already ...
Thanks Eric, we 've already had a bunch of people start or pick up older projects after this talk, so mission accomplished :D r n r nIt 's such a fun genre, but more importantly for developers including especially hobbyists , the community is so great that it 's really ...
[Blog - 07/03/2018 - 10:43]
Heh, yeah that 's understandable, ...
Heh, yeah that 's understandable, it sure is long xD. Just wanted to make sure I covered pretty much everything, and wrote it as a reference for myself as much as it is for others. I 'll be coming back to it as well when I need to do achievements ...
[Blog - 05/04/2018 - 04:03]
Another great data-filled article, and ...
Another great data-filled article, and so soon : r n r nMy ratio came out to 39x, so at the low end, it would seem. Some relevant factors worth pointing out there, which may be relevant to other games as well: r n r n Mine 's still in EA, ...