3 ms·
Or you can go down the roguelike path and generate the levels procedurally. This approach is incredibly powerful and gives traditional roguelikes a ton of repla
by chongli 4y ago
Or you can go down the roguelike path and generate the levels procedurally. This approach is incredibly powerful and gives traditional roguelikes a ton of replay value while being very easy to build compared to traditional static assets. Plus there are subreddits [1] [2], wikis [3], and more dedicated to the topic!
[1] https://www.reddit.com/r/roguelikedev/ https://www.reddit.com/r/roguelikedev/
[2] https://www.reddit.com/r/proceduralgeneration/ https://www.reddit.com/r/proceduralgeneration/
[3] http://roguebasin.com/index.php/Articles http://roguebasin.com/index.php/Articles
- ohgodplsno 4y agoAny good roguelike that came out in the last 15 years has had a visualizer for seeds, how map elements fit together if it's 3D, etc. You need tools to make a good game.