Home Creators Posts Import Register Favorites Logout

Content

My latest article discusses the advantages of static and procedural maps in a roguelike, naturally taking Cogmind as an example since it includes both for different reasons. (This is yet another extension of the original level design article.)

I've embedded it in image form below, but Patreon is actually terrible with images and formatting (which is why I also didn't just write/copy the article itself here) so it's probably easier if you check out the text version here.

The password for access is "static"

Files

Comments

Via

Static vs procedural, just a few weeks ago I talked about this in another roguelike discussion. It's very interesting that you've inclusively explained what was talked in there, such as 'after many random villages we can feel a static village as like restful home.' 'too much procedural maps lack certainty as a footing for build strategy and sometimes create a "miss" world.' I'm rather a proceduralism worshiper, but on second thought, suitable static parts have always benefited good gameplay of Cogmind. On the other hand, a game with pure procedural caves made me feel barren and tiredness for exploration.

Suslik

In your ||W|| layout example the hidden tunnel connects to the bottom of entrance area and it's shown as static. Does it mean that your static layouts have multiple variations(i.e. a variation with the secret tunnel on top)? If so, it would mean that it's possible to tell where the tunnel is before entering the base. More on subject though, I definitely agree that there has to be some amount of static/recognizable content to create feeling of familiarity.