Rampage Knights is a really fun procgen roguelike side scrolling beat em up ( like Golden Axe) I think you’ll really enjoy analyzing / playing it.
I think about procgen in almost every project, but especially exploration or rpg. The reason for me is so that I can enjoy discovering things as the developer. If I spend the time to hand craft everything then I will know all of the secrets. At least that’s the theory anyway having not finished any rpgs.
I am pretty sure that even Skyrim uses procgen to some degree. Some world side quests, the dungeon denizens, chest contents. Major quests are the same, but a lot of the minor details ( that help breathe life into the game ) are procedurally generated.
Like everything in software dev, procgen is just a tool. Proper use is required, and you can’t build a game with just any one tool. I don’t think it inherently takes or gives anything to exploration by itself.
Sounds like you guys should prototype some games either without graphics or instead with pre-existing assets. You could always just buy some cheap game dev assets (e.g. Oryx’s sprites) and plug those into the prototype if you think you might want to add graphics at a later date and want to have the engine infrastructure in place in advance.
I get the distinct impression from this latest episode that you’re both in more of an experimental game dev phase than focused on anything concrete. Anyway, interesting podcast as usual.
For sure, damaging the meta-game with permanence is much more destructive than the micro-game. The gold and blueprints completely destroy AWL’s design eventually, but if you’re just on a run where you’re too overpowered, it’s kinda fun, and balances out those runs where you had bad luck.
Thanks for the congrats you guys :) It is hard to believe! so much yammering …
Back when the Mongols were invading China and Lostcast was <50 episodes, I was working on my HTML5 game dev book. I decided I needed to feature a 3D engine, and I chose Turbulenz since it seemed to be gaining hype. You can play my example game (Sky Marble) here:
My source code is also there, but note that Turbulenz dev seems to have stalled. Anyway, what makes this relevant is that Turbulenz is (was?) a 3D HTML5 game engine written in TypeScript. At the time, TypeScript was fairly new and only available in Windows and Visual Studio. Be happy that TypeScript is now available through nodejs and thus a lot easier to jump in to.
It’s really great to hear the direction change on Soul Thief. I was actually shocked when I saw the Kickstarter …
True yes it was bad. Now let us never speak of it again :)
Speaking of sequels and their performance, I was just watching this great panel about the “Indiepocalypse”. There are several panelists who expected their sequels, which were pretty clearly better games, to sell much better than the originals and that didn’t happen for various reasons. I’d be curious about your thoughts.
Have you heard Lostcast 187: Crowcast? There was a listener question about sequels that we covered there. LMK if there’s something particular you were curious about.
Finally, a tangent if you’ll indulge me. I wanted to mention again how big of an inspiration this podcast is. Next week, my game Golden Krone Hotel launches on Steam (just went through the final check, so all systems go)
Wow! Huge congrats on the Steam launch. That is definitely a major achievement and a game dev level up. High-five friend.
I never thought I’d get here… and definitely wouldn’t have without hearing your story about using NW.js. I’ll send you guys some keys if you want to check it out. So thanks again for making such a consistent game dev podcast… you’re coming up on 200 episodes. I don’t know anything else like it!
Totally yeah I love trading Steam keys, feel free to shoot an email and we’ll do that. I’m also happy to mention your game on the podcast after launch. Aww thanks for the kind words about Lostcast. Encouragement and motivation like that really is what powers the show these days.
I sometimes think of Lostcast as Lost-time-cast. I can tune in every week and find out what else is not getting finished. It makes me feel better knowing I am not the only developer that is perpetually behind schedule.
Art is never finished. Only abandoned. - Leonardo da Vinci