{"id":27656,"date":"2018-06-22T22:04:00","date_gmt":"2018-06-22T22:04:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/320624"},"modified":"2018-06-22T22:04:00","modified_gmt":"2018-06-22T22:04:00","slug":"video-procedurally-generating-history-in-caves-of-qud","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/06\/22\/video-procedurally-generating-history-in-caves-of-qud\/","title":{"rendered":"Video: Procedurally generating history in Caves of Qud"},"content":{"rendered":"<p>In this GDC 2018 talk, Freehold Games&#8217; Jason Grinblat\u00a0goes over\u00a0the\u00a0approach he used to generate histories for fantasy RPG roguelike\u00a0<em><a href=\"http:\/\/www.cavesofqud.com\/\">Caves of Qud<\/a>.\u00a0<\/em><\/p>\n<p>Grinbalt lays\u00a0out some commonalities across games that generate histories,\u00a0demonstrating how he avoided building a full historical simulation by generating historical events and rationalizing them after the fact.<\/p>\n<p>Tying in a discussion about the power of replacement grammars, he explains how to produce rich, convincing histories on a tight scope budget.\u00a0<\/p>\n<p>It was an informative talk that&#8217;s definitely\u00a0worth watching,\u00a0so developers shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=H0sLa1y3BW4\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2018 talk, Freehold Games&#8217; Jason Grinblat\u00a0goes over\u00a0the\u00a0approach he used to generate histories for fantasy RPG roguelike\u00a0Caves of Qud.\u00a0 Grinbalt lays\u00a0out some commonalities across games that generate histories,\u00a0demonstrating how he avoided building a full historical simulation by generating historical events and rationalizing them after the fact. Tying in a discussion about the power [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":27657,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-27656","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/27656","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=27656"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/27656\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/27657"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=27656"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=27656"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=27656"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}