Tuesday, September 22, 2020

People Behind The Meeples- Episode 230: Ivan Alexiev

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Ivan Alexiev
Email:admin@playerlair.net
Location:Sofia, Bulgaria
Day Job:I am a double bassist, who works mostly in the evenings, so still not really a day job.
Designing:Two to five years.
Webpage:playerlair.net
Blog:http://playerlair.net/designers-blog/
BGG:ThePlayerLair
Facebook:@playerlair/
YouTube:PlayerLair
Find my games at:Games, my blog, my brother's artwork and assets can all be found on playerlair.net
Today's Interview is with:

Ivan Alexiev
Interviewed on: 5/4/2020

This week we get to meet Bulgarian designer, Ivan Alexiev. Ivan works with his brother, Vesselin, designing tabletop games, a passion they've shared for many years, but just recently became serious about it. Their first game, Satchel: A Journey Unknown, is available as a free print and play and it recently won a prize in Edo's Stay at Home design contest. To learn more about Ivan, read on, and be sure to check out Satchel: A Journey Unknown!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Two to five years.

Why did you start designing tabletop games?
I got back into the hobby through Scythe. My brother and I played a lot of board games as kids (Axis and Allies, Risk, Stratego, etc.) and even then made attempts at design. We drifted away from the hobby as we got older and had to focus more on our education and careers. In 2017 I decided to get my brother Game of Thrones (the card game) as a birthday present as I knew he loved Game of Thrones and playing board games was something we used to do together. Getting each other games became something of a tradition and we slowly began getting together to play them. It wasn't until I received Scythe as a birthday present that our sessions became weekly and it didn't take long to get talking about our earlier attempts at designing games. So, we started anew (as our first game which we designed some 10 years ago was lost in time) and began designing our first finished game Cosmic: The Iliad.

What game or games are you currently working on?
We recently released Satchel: A Journey Unknown as a solo print and play to keep people playing while distancing. We are currently working on expanding the Satchel universe so it will feature a co-op mode, choices which have narrative impact, new characters, a plethora of new bad guys to defeat and more scenarios and places to interact with.

Have you designed any games that have been published?
Yes, Satchel: A Journey Unknown is web-published and free to download from http://playerlair.net/satchel-a-journey-unknown/

What is your day job?
I am a double bassist, who works mostly in the evenings, so still not really a day job.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
There is a board game cafe I frequent called the Three Trolls. Like most board game communities I've been part of, they are some of the most positive and welcoming people I know. I don't mind playing at home either, but I do like the social aspect of playing games. I also love showing my prototypes to new people, so I can get some fresh feedback and ideas.

Who do you normally game with?
I usually game with my brother and our significant others. I'm also part of a board game club which gets together once a week in a board game cafe.

If you were to invite a few friends together for game night tonight, what games would you play?
Depends on the amount of people. If we were 5 or 6 people I'd love to play Dune, 2-4 perhaps Architects of the West Kingdom or Scythe with the Rise of Fenris expansion. If nobody shows up then Mage Knight!

And what snacks would you eat?
I'm not a snacker, if we were to eat it would be either prior to the games or after.

Do you like to have music playing while you play games? If so, what kind?
Board games paired with the right music can completely amplify the experience. When playing a fantasy game we usually go with Heroes Orchestra (https://www.youtube.com/watch?v=7VzzCBQb9IY), oh the sentimentality that music brings.

What's your favorite FLGS?
Well, my local one is Fantasmagoria, shout out to them for having deliveries during quarantine! I couldn't pick a favorite as they're all such great places full of adventure and mystery.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
Current favorite would be Mage Knight (only because I got it last week and have been drooling over it since December when I first played it). I wouldn't call any game the worst, just because I know the time and effort that goes into the game. Also, if you look for the good parts of a game, you'll most likely find many. Even in the least enjoyable games, I've found some very cool mechanics and things which make it worth it, even if I wouldn't play it again.

What is your favorite game mechanic? How about your least favorite?
I really like mechanics which feature some sort of artificial intelligence- like the epidemic mechanic in Pandemic. You know exactly what cards are on top of that deck and it fits in so well thematically, having the cities which are affected from the earliest get worse progressively. The world in Pandemic really seems alive to me because of the way the diseases work.

What's your favorite game that you just can't ever seem to get to the table?
Pandemic Legacy... I started it over a year ago and we're still on month 3. I want to finish it so much, but we'll have to change players around as some of the initial group decided it wasn't a game they enjoy.

What styles of games do you play?
I like to play Board Games, Card Games, RPG Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
It's a mixture of both, usually theme suggests mechanics and mechanics suggest theme. That being said, when it comes down to a choice between the two I usually choose in favor of theme.

Have you ever entered or won a game design competition?
I've entered several. The first competition we entered was the Sofia Board Game Weekend prototype contest, where despite not winning a prize, we saw how our game compares with other games and at the same time the competition was something we could work towards, so it inevitably helped us become better designers. Later, that same game got 2nd prize in a national competition(Sofia Game Night) and an award from another small competition. I think competitions are a great way to become a better designer, even if it's just because of the deadline you have to meet. Currently our game Satchel: A Journey Unknown is also competing in Gaming with Edo's "Stuck at Home" design contest.

Do you have a current favorite game designer or idol?
Well, I can't help but admire Vlaada Chvatil's diversity when it comes to games. He's been able to make some great games in many different scales.

Where or when or how do you get your inspiration or come up with your best ideas?
I'm not superstitious, but I do feel like the best ideas come when I've worked for a very long time on a project and just stop working on it for a bit. For some reason that's when I get those eureka moments in the middle of the night. I try my best to avoid relying on that method though, because that might let me slip into not doing much. The problem is, a lot of times I've had those eureka moments just a day or two after submitting a game to a contest or publishing it somewhere... that's when I really wish I had a time machine. But hey, that's what expansions are for, right?

How do you go about playtesting your games?
The first couple of prototypes I playtest with my brother. Usually those prototypes involve very little fun and I don't want to subject other people to a game which doesn't yet work. When we do find the fun in our game, we begin taking the prototype to town in board game cafes to get feedback from friendly local board gamers. When we feel good about how the game does in most playthroughs, we find blind testers to see if our rulebook can bring the same experience that we can when we're at the table helping out. I only recently found out about Tabletop Simulator and during quarantine we're taking the exact same steps but in the simulator. We found several groups of playtesters as well as blind playtesters (those are really hard to find in the real world) and I can't believe how much this software has made our lives easier.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I prefer working in a team, and for the past two years I think my brother Vesselin and I have made a really good one. We can really push each other to do better and can divide up the work. He does artwork, graphic design and a bit of game design, while I focus almost completely on mechanics and narrative.

What do you feel is your biggest challenge as a game designer?
What I find most challenging is turning off that little voice in my head when I play a great game which says "Oh man, I wish I designed that". I can't help but feel a bit of jealousy when I play a game I truly love. It's so awesome when a designer can make people love his game as much as he does. I wish we could all experience that feeling one day.

If you could design a game within any IP, what would it be?
Isaac Asimov's Foundation would really be a dream come true. I also have a few ideas of how to make Satchel be in The Witcher universe, if anyone knows how to make either of those happen... please tell me!

What advice would you like to share about designing games?
Don't get discouraged when your game isn't fun. Don't get discouraged when you see better games. Keep working on your game and keep loving it and I believe you'll find out what it needs.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Satchel: A Journey Unknown
I'm planning to crowdfund: Cosmic: The Iliad, Satchel

Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Yes, Board Game Design Lab, Board Game Revolution, BG41, and a bunch more

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars, Water, VHS

What hobbies do you have besides tabletop games?
Playing music, hiking and sitting in cafes watching the wheels go round and round, I really love to watch them roll (I hope you get that reference).

What is something you learned in the last week?
I keep learning how amazing the board game community is, since our release of Satchel: A Journey Unknown last week we've had over 1000 downloads and so many positive comments and feedback.

Favorite type of music? Books? Movies?
I'm stuck in the 60's when it comes to music, books I like sci-fi, fantasy and philosophy. I'm a big fan of Taika Waititi's movies.

What was the last book you read?
The Witcher

Do you play any musical instruments?
Double bass, bass guitar, guitar, piano

Biggest accident that turned out awesome?
Becoming a game designer, haha

Are you an extrovert or introvert?
Both at different times... Like Dr. Jeckyll and Mr. Hyde

Just a Bit More
Thanks for answering all my crazy questions! Is there anything else you'd like to tell my readers?

Yeah, I want to invite people to share their ideas and creativity. Don't be afraid to reach out and tell us about your games and what you think we can improve in our games or even just to say hi. If there's something you want to see in our games or assets or anything we do, tell us about it. The more people join in, the cooler our projects become.




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Monday, September 21, 2020

Landstalker: The Treasures Of King Nole (Genesis/Mega Drive) - Replay

Landstalker title screen PAL
Developer:Climax|Release Date:1993 (1992 in Japan)|Systems:Mega Drive/Genesis

This week on Super Adventures I'm playing isometric action-adventure game Landstalker: The Treasures of King Nole! I've already written about it once before but now I'm playing it again.

This is the second game I've revisited recently, after Nox, so I guess it's finally happened: I've finally played through every single video game ever released on every console and computer and now all I can do is circle around and start replaying them all. Actually wait, I just thought of something else I could've played: isometric action-adventure game Equinox. Though after checking out Nox, AquaNox and Anachronox in a row I'm kind of 'nox'd out at the moment to be honest.

It's been almost ten years since I last played Landstalker and I remember very little about it... though that's probably because I saw very little of it. It seems that the game lost my interest right away and I only stuck with it long enough to find an enemy to hit. In my defence the site was only six days old at the time and Landstalker was my 74th article that week... wait, that's not a defence, that's an admission of insanity! What the hell was I thinking?

These days I try to at least see what a game plays like before turning it off. Plus sometimes I even do research! For this game I decided to research whether the original Japanese version also has a melted version of the Turrican II logo on its title screen, and it does. In fact it has the exact same logo, as the game is called Landstalker in Japan as well.

Read on »

Saturday, September 12, 2020

New Points Are Here! Time To Boogy

Don't waste your time looking back, you're not going that way.

Here we go folks, we got points for days. I hope you guys all took my lead and started making your 1750 point armies with 8th Ed. points ahead of this points drop, otherwise, you are sure to be disappointed. To sum up before I go into anything else, both CWE and DE took a big points hit in some critical areas, but the one Eldar that made it out alive was Harlequins. You see, when I went through and reviewed the upcoming 9th Ed. changes a few posts ago, I specifically mentioned the one saving grace for Harlequins in 9th and that was its point changes. If points were good, Harlequins would be viable. Not top-tier, but playable for sure. Out of all three Eldar races, Harlequins definitely had the last laugh.

Now, let's dive into the previous lists that I tried to build. I'll start with my first love first, Dark Eldar, and then get into CWE, before finally touching on what I would with Harlequins.

1750, using old points:
  • 2x Archons with BPs and PGL
  • 2x10 Warriors with 2x Blaster, Dark Lance in Dissie Raider
  • 4x5 Warriors with Blaster in Dissie Raider
  • 2x Razorwings with Dissies
  • 3x Ravagers with Dissies

Total firepower coming from the list I built before we saw the points was:
  • 19 Dissies
  • 8 Blasters
  • 2 Dark Lances
  • And a healthy amount of Poison shots
With the new points, here's what my 2K list looks like:

2000 Flayed Skull // 12 CP

+++BATTALION+++

HQ:
Archon, Huskblade, BPistol, PGL = 75 (was 69 in same config)
Warlord: Hatred Eternal, Djin Blade

Archon, Huskblade, BPistol = 70

TROOP:
10x Warriors, 2 Blaster, BPistol, Lance = 235 (was 199)
Raider, Dissies

5x Warriors, Blaster, BPistol = 160 (was 137)
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

FLYER:
Razorwing, Dissies = 170 (was 145)
Razorwing, Dissies = 170

HEAVY:
Ravager, Dissies = 160 (was 140)
Ravager, Dissies = 160
Ravager, Dissies = 160

Total: 2000 in 9th vs. 1726 using 8th points (+274 point diff or +13.7%)

Before we get into anything else, let's look at the firepower in the new list:
  • 19 Dissies
  • 7 Blasters
  • 8 Blast Pistols
  • 1 Dark Lance
  • Some number of Poison shots again
We are still sporting the same 6 Raiders, 3 Ravagers and 2 Aircraft, we're just missing some Warriors. The reason why this is so is because GW decided that universally, your basic bitch troop choice needed a points increase. This means that some armies with cheaper troop options like Cultists all took a significant increase, and so did the Eldar. This is even worse on the CWE side, but for a Mechdar list like mine that's been relatively unchanged since 3rd, we're now seeing our basic Warrior going from 6 to 9 points. While that sucks, our Blasters went down to 15 from 17, Blast Pistol went down to 5 from 10, which is huge for a weapon with so much damage potential, and Huskblade now costs the same as a Venom Blade. I'm not kidding about that last part, for some reason, GW decided that the two should cost the same which is actually insane.

Another few things to look at is the Disintegrator Cannons. They are now 25 per on vehicles while Dark Lances are 20. This is pretty much the same with other armies in the game, just a sign that GW still doesn't know how to properly separate good faction design vs. streamlining. I guess that's OK, but its going to take them a few more tries before they start getting good at it. I guess for guess for completeness, lances are the same across all the Eldar factions and twin-whatever is simply 2 of the same weapon in terms of cost as well.

Now, something that's very, very important to keep in mind are expectations. A lot of players out there are flipping out and crying the end of the world before they really have the time to process what's going on. The game: As in when you play with another human, pitting one list against another in a competitive setting, is not determined on points. It depends on player skill, their ability to play objectives, their ability to adapt to the meta, and some good generalship to help ease the RNG portions of the game. When I predicted that DE will be viable regardless of some anticipated points increases (across the board to all armies), I really meant it. As you can clearly see from the before and after lists above, the playing field is essentially 1750 points because I'm literally taking the same units. Very little has changed and the firepower spread is pretty much the same. The only big difference is slightly few Poison shots and shorter range Blast Pistols. However, you will see that this might actually be pretty decent because their a dirt cheap way to put out S8 AP-4 D6 wounds, and technically giving your crappy champ a power fist in CC.

I believe with some good play, the list above can be very good in this new edition. I predicted tanks, monsters and MEQ+ (Primaris/Custodes) and I think we should be building lists that can play against those armies. As a thought exercise, I strong encourage you to start resetting your brain from how you played 8th and focus on missions and meta. Know what players are going to be playing around you and start thinking with tanks/monsters/MEQ+ in mind. You'd be happy to know that the list above, when played correctly, is an absolute terror vs. all of my currently predicted meta choices. While not the strongest in terms of sitting on and holding objectives due to its frailty, it's very powerful when it comes to killy secondary objectives and moving around the battlefield with +3" movement from Flayed Skull. The Ignore Cover will be huge against some of the beefier MEQ+ we'll be sure to see, especially when your entire army packs the tools required to kill those targets cost-effectively.

TLDR: When building new lists, forget what you know about 8th and focus on 9th Ed. missions and meta. Like Ragnar Lothbrok said on Vikings: Don't waste your time looking back, you're not going that way.

My list barely changed, how about yours?

Next, let's take a look at CWE. Since the list I wanted to play was Mechdar anyway, let's look at what I wanted to bring vs. what I can bring now. In short, the Wave Serpent and Aircraft list that I wanted to take pretty much stayed the same.

2000 Custom CWE // 10 CP


+++PATROL+++

HQ:
Farseer Skyrunner, Spear = 140 (was 137)
Warlord: Seer of the Shifting Vector, Phoenix Gem, Doom, Executioner

TROOP:
5x Dire Avengers (Bladestorm, Twin ASC for all DA) = 235 (was 214)
Wave Serpent, Twin Stars, Stones

5x Dire Avengers = 235
Wave Serpent, Twin Stars, Stones

5x Dire Avengers = 235
Wave Serpent, Twin Stars, Stones

5x Dire Avengers = 235
Wave Serpent, Twin Stars, Stones

FLYER:
Nightwing = 160 (was 133)
Nightwing = 160

+++PATROL+++

HQ:
Warlock Skyrunner, Spear = 70 (was 67)
Protect/Jinx, Focus Will

TROOP:
5x Dire Avengers = 65 (was 58)
5x Dire Avengers = 65

FLYER:
Crimson Hunter Exarch, Stars = 200 (was 176)
Evade

Crimson Hunter Exarch, Stars = 200
Evade

Total: 2000 in 9th vs. 1794 using 8th points (+206 point diff or +10.3%)

As you can see, I'm still piloting a good amount of anti-infantry dakka, anti-tank and taking 4 CWE flyers that I think are still the best in the game. I won't go over this in too much detail, but I did want to mention that the points changes here are very much expected. In fact, call me a Farseer, but this is almost exactly what I had in my list earlier with an added Wave Serpent at a loss of 1 unit of Dire Avengers. Eventually, I decided to go with Spirit Stones on all my Wave Serpents because they're still one of the best vehicles in the game for negating damage and SS just makes that stronger. With my Doomseer, I'll be able to turn key targets into Starcannon food for the rest of the army. This particular choice is interchangeable with Aeldari Missile Launchers or Twin Bright Lances in case your meta sees the need for more anti-tank. All you have to do is drop the stones for that extra firepower. Otherwise, this will be the list I try first once the new book drops.

Before I forget, I just want to give a special shoutout for GW changing Crystal Targeting Matrix. It now does the same thing as the Drukhari vehicles; which is to turn a Heavy weapon into Assault when you Advance. This plays extra nicely with CWE vehicles that have other upgrades like Star Engines or Vectored Engines because you can either advance +2D6 or advance and be -1 to hit from shooting while still being able to fire your weapons. If you drop a Dire Avengers unit, you can buy this CTM+Star/Vectored Engines upgrade package to each Wave Serpent for +15 ppm. Something to think about.

Quick Blurb:
For awhile now, I've kept a small unit of Harlequins to play with as an add-on to my other 2 Eldar armies. The real reason is because all they really had was Bike-spam. As much as I wanted to, I kept my impulses in check and didn't want to go out there and buy a billion bikes just because they were the meta things to play. With 9th and the new points changes, well, I don't think that's going to change for the elven space clowns. They are still going to be spamming 18 bikes a game and that's pretty much the lamest thing you can play, especially on the competitive level. All you need to know is that instead of costing 276 for a unit of 6 with Zephyrglaives and Haywires, you're going to be paying 330. Meanwhile, the rest of the army is pretty much unchanged from 8th when it comes to points.

TLDR again: Yes, points did go up for CWE and DE, but on which units specifically and ask yourself if it really matters. Not every unit in the codex will be fit to fight the upcoming meta so you must adapt appropriately.

Alright, I'm done. I'm excited about playing with 9th and seeing what my Mechdar can do in the new arena. Out of the two lists presented above, I really don't know which list will do better vs. a vehicle/monster/MEQ+ heavy meta. I think the first list certainly has the firepower, but the second list has the durability and psychic shenanigans that I can use to play missions as well. Really tough choice. I guess we're just going to find out which list is better in the next few weeks!

Frictional Fan Jam: Winter Modding Event

Screenshot from Draugemalf's SOMA Winter Asset Pack.

Quick overview

Duration: 11th of December until 19th January 2020
Theme: Winter/Hibernation
Medium: HPL engine modding

Info

Winter is coming for us in the Northern Hemisphere. Get a hot drink, curl up under a blanket, and start up the HPL level editor – it's time for Frictional's Winter Modding Jam!

Join us for a month-long event focused on HPL modding! You're welcome to participate alone or in a small team (up to 5 people). For peer support, head on over to our Discord server.

Are you an artist, writer, or other kind of creator? You can still participate by teaming up with one of the modders. Head on over to #winter_modding_jam on our Discord and find your team! We will also be holding specialised events for you in the future.


Duration

The Jam will start on the 11th of December 2019 and last until the 19th of January 2020.

You can submit your work on the night of Sunday the 19th, as the submissions will be checked on Monday morning.


Theme

Winter and/or Hibernation.

One or both themes should be present in the Fan Jam entry. You are welcome to interpret them however you wish. The mods don't have to have a connection to Frictional Games titles.


Medium

This Frictional Fan Jam is specifically for HPL modding. You are free to use HPL2 and HPL3, or even HPL1 if you're brave enough.

Aside from the game assets, you are also welcome to utilise other assets you can legally use, or have permission to use from the creators.

You can for example use the Winter Asset Pack for SOMA, made by a long-time contributor and one of our Discord moderators, Draugemalf.



Submitting your work

Upload your mod on a platform like ModDB or Steam Workshop.

For entering the event, please submit a link to your work through the following form:

If you worked as a team, have one team member submit the entry.

All works will be showcased on the #winter_modding_jam_showcase on Discord.


Prizes

The jury of Frictional Games employees will pick the winners of the jam. Discord moderator team will not be voting on entries, and are therefore allowed to fully participate in the event.

The winners will receive A5-sized posters of a game of their choosing sent to their home address (team members will be sent theirs separately). The Frictional team from the Malmö office can sign them if you wish. Once our next project is out, the winners will also receive a download key for the game on an available platform of their choosing.

Depending on the amount of entries, the Malmö office Frictional team will stream all of the entries, or only the winners.


Contact

The Fan Jam is organised by Frictional Games' community manager Kira, with support from the Frictional Games Discord moderators. The easiest way to contact either is through the Frictional Games Discord server's #winter_modding_jam channel. The channel can also be used to share ideas with other community members, get feedback, and look for team members.

If you don't have a Discord account, you are welcome to contact Frictional Games through Twitter or our Contact Form, and we will help you as soon as we can.

For general questions: Contact Kira, for example by pinging them on the Discord channel.

For technical questions: Join our Discord server which has an active modding community.



Have fun, we're looking forward to your wintery creations!

Friday, September 4, 2020

Procedural Generation In Games

In the last semester, I had the opportunity to be the supervisor teacher in a very interesting graduation work: a deep study about roguelike games and procedural generation behind this kind of games.

Probably, you've heard about this category – roguelike – a type of game characterized by the random generation of maps, scenarios and positioning of enemies. The concept behind these games is complex, but the final idea is very simple.

In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In video games, it is used to automatically create large amounts of content in a game. To understand the difference between a roguelike game and a game without this resource, let's take for comparison the original "Super Mario Bros." and "Enter the Gungeon".

In the first title, every single element is always in the same place in the interface when you walk through the scenario; it's even possible to memorize the traps, enemies and platforms for a better performance (as we can see in some "speedrun" tournaments).



The second title is a roguelike game; every time you play it, the scenario and the gaming elements will always change (the weapons, the bosses, the common enemies etc. are always changing in a procedural way).



In the images below, I tried to construct a simple diagram to illustrate the idea behind procedural generation in games.







"Sundered", "Spelunky" and "Enter the Gungeon" are some recent examples that we can bring to this discussion about procedural games, but we have also some examples from the eighties, like the title "Rogue" (the reason that today we categorize these games as "roguelikes").

Undoubtedly, one of the big advantages of roguelike games is the multiple possibility to experience the game every time. Titles like "Enter the Gungeon" offer a myriad of easter eggs, secret passages, special-stage bosses, enemies, weapons, secret characters and much more.

#GoGamers