Today I want to talk about Moon Hunters, which is an action RPG by Kitfox Games that came out earlier this year, and recently had a huge free content update. I’ve been meaning to talk about this game for months, and I’m only getting around to it now, but here’s my advice: if you like procedural generation or are interested in thinking about procedural generation, I think you should get this game. It’s beautiful, it sounds great, it’s charming but most importantly I think it has something to say about how procedural generation can be used in a game, and it’s helped inspired some of the generators at work in Rogue Process. Today I’m going to tell you how!
Continue reading “Moon Hunters & Procedural Space”
I spent a good couple of weekends last month playing alien-busting strategy sequel XCOM 2. I enjoyed a lot of my time with the game, but it also frustrated me a bunch of times as well – in particular, it frustrated me in a lot of ways that Invisible Inc, Klei’s 2015 sneaky masterpiece, didn’t. After completing my XCOM 2 campaign and going back to Invisible Inc for a bit of mulling, I think I’ve come to some conclusions about an important way the two games differ, and how it reveals subtle problems with how procedural generation interacts with other game systems. I want to tell you why I think Invisible Inc structures itself better around procedural content and why I think it’s important (and why my opinion might not matter, too).
Continue reading “Procedural Snake Eyes”
Rogue Process is a game about running through cyberpunk cities and making a huge mess of them. The prototype for the game was an endless runner, where buildings were only seen for a few seconds and then thrown away, but now the game has a very different flow and so it needs a different kind of building. Now you break into skyscrapers, plot paths through security, steal targets and execute an escape. Buildings aren’t just important – they’re almost the entire game. So I thought I’d talk for a bit about how I’m creating the buildings in Rogue Process and why it might let you design your own.
Continue reading “Generating Cyberpunk Cities”