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#cavesofqud#sproggiwood#entitycomponentsystem

IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood

Logo “ND” Surströmming

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  • Recommended by 1 person: 1 on Hacker News.
  • Presented by Brian Bucklew, co-founder of Freehold Games
  • May be out of date. Uploaded 11 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

38K views11 years ago1 recommendation

Game developmentSoftware designUnity, Unreal and GodotSoftware architectureDesign patterns

Brian Bucklew explains the data-driven and event-driven architecture behind Caves of Qud and Sproggiwood.

"Brian will discuss some of the interesting design decisions he made during the development of both Caves of Qud and his latest game, Sproggiwood." ---------- Brian Bucklew is the co-founder of Freehold Games; co-creator of Caves of Qud and Sproggiwood. freeholdgames.com/ ---------- IRDC US 2015 took place in Atlanta, Georgia on the 30th and 31st of May 2015. irdc2015usa.tumblr.com/ Hugs + Kisses, Logo

Why it's here

1 person recommends this

What people say. Recommended as an insightful look into entity-component and event-driven systems in game development.

edemon Hacker News • Recommends

On “Brian Bucklew Porting Caves of Qud from Unity to Godot”

If you're interested in how Brian thinks take a look at this video: link to this video I've learned a lot from this back in the day!

and0on Hacker News • Mentions

On “OpenMW becomes a general-purpose engine for isometric RPGs”

I'm pretty far into a project to create a Typescript framework for turn and tile-based (think roguelikes) client/server games: link . Mix of entity-component and event-driven design (inspired by Brian Bucklew link to this video and Thomas Biksup link , though looking now I'm surprised I landed on a similar but imo more robust event system as I was only looking at EC pattern at the time). Typescript means entity factories and their components can be fully written in the language rather than XML per the videos above, and people can for example distribute a package that is basically DnD5e or Pathfinder rulesets, custom world generators, or anything else to be plugged into a published game. Typical Min…

cdiamandon Hacker News • Mentions

On “Mapping all 13.8 gigapixels of the Caves of Qud world map”

I come back to it from time to time and play for a week. It looks like it's been getting more accessible over time, with a new UI update having been rolled out recently. There's definitely a certain mindset that helps make it more enjoyable. Imagination being key! From the technical side, the developers have peeled back the curtain on how they've created parts of the game: link to this video link