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Showing posts from August, 2019

Procedural puzzles

For a non-combat game, puzzles play an important role. They are part of the resistance/reward cycle that keeps the game interesting. If you only receive rewards all the time, then there's no reason to receive rewards. They are virtual items after all. They are only useful in helping you to progress through the game. There needs to be some kind of resistance to your progress, or progress loses all meaning. In a roguelike, we want the resistance to be procedurally generated. This usually means random monsters, traps and encounters. Locked doors and so on. Most roguelikes avoid procedurally generated puzzles, because they are harder to make than simple combat encounters. Games that use puzzles often spend a lot of time to make the puzzles difficult and unique. But once you've mastered the puzzle, there's no fun to had in replaying it. How can we make replayable puzzles for a non-combat roguelike? Some time ago, I had a go at brainstorming some procedurally generate

A new project proposal: Solar City

Proposal. Solar city will be a non-violent game designed with the intent of making people think about ways to regenerate their communities in case of coming social breakdown. It is inspired by Solarpunk . Using traditional roguelike ideas, the game can be very replayable, each session having a different feel because of randomized global settings, such as population density, average citizen education level, rural/urban mix and special events such as pandemics or social breakdown. Procedural generation can be used, so that each city is different. Instead of combat, players can explore, craft, collect resources and try to convert the city's citizens into active participants in regenerating their community. Citizen management. Here is an overview of how citizens would be handled: Each world map would be populated by up to a hundred randomly generated citizens. Initially, all citizens except the player would start out in a passive mode, collecting their basic rations