The highly anticipated sequel, Streets Of Rogue 2, is set to release later this year, much to the excitement of fans of the original game. Developer Matt Dabrowski has been giving a sneak peek into his design process through a series of dev diary videos. In the latest video, he dives into the creation of the game’s proc-gen open worlds and biomes, unveiling the complex algorithms that bring this unique blend of random chaos to life. If you’ve ever wondered how the game’s world takes shape, this video is a must-watch.
Dabrowski takes viewers through the intricate process of generating the game’s world using clever algorithms. The first step involves creating a basic map and then layering it with geographical features such as lakes, forests, mountains, and oceans to give it shape and depth. This initial stage sets the foundation for the immersive world players will explore.
One of the most fascinating aspects Dabrowski discusses in the video is the placement of cities within the generated world. To accomplish this, he utilizes another algorithm that not only lays out the cities on the map but also ensures they are appropriately spaced apart. Additionally, he reveals that players will have the ability to adjust city placement and landscape generation during map generation. So, if you prefer a city-less map or dream of navigating an island archipelago, the game can make it happen. However, Dabrowski playfully notes that the current state of the NPC artificial intelligence may not be equipped to handle extensive ocean maps yet, but who knows what the future holds?
Another crucial algorithm comes into play when connecting the cities with roads. Dabrowski demonstrates how this algorithm seamlessly generates road networks to facilitate players’ movement and exploration. Furthermore, the map algorithm can be employed to determine the placement of landmarks. These landmarks serve as additional points of interest for players to discover alongside their friends.
While the procedural generation takes care of the world’s structure, Dabrowski emphasizes the importance of hand-crafted elements. He reveals that the content within the landmarks is all meticulously crafted, thanks to a system called Chunks. This level editor allows the game to pull from a diverse selection of these hand-crafted Chunks to populate landmarks and regions. By combining the best of both worlds – procedural generation and manual curation – Streets Of Rogue 2 achieves a perfect balance between unpredictability and intentional design.
Dabrowski goes on to explain how the Chunks system is instrumental in creating larger cities and biomes. This deeper dive into the mechanics showcases the versatility and flexibility of the game’s generation process. The Cities and Biomes emerge as unique entities, filled with character and surprises, thanks to the careful assembly of hand-crafted Chunks.
In the world of Streets Of Rogue, randomness and order intertwine to create an endlessly captivating experience. The behind-the-scenes look into the development of Streets Of Rogue 2’s proc-gen open worlds and biomes reveals the thoughtfulness and complexity that goes into shaping every detail of the game. As fans eagerly await the game’s release, these dev diary videos provide a tantalizing glimpse into the magic happening behind closed doors. So get ready to immerse yourself in the chaotic yet beautifully crafted world of Streets Of Rogue 2, coming soon to a gaming platform near you.
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