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Now, where was I? Oh, yes, back to trying to negotiate with the Servants of the Mushroom Cloud. Then, in early 2012, Fargo stumbled upon a still up-and-coming company called Kickstarter that let creators raise funding from their friends and fans.īut you don't have to care about how the game is made it's more fun just to play the game itself. “I got nowhere for another decade,” Fargo says. The problem was, the studios wanted nothing to do with it. But Wasteland was his baby, and by the early 2000s, he wanted to create a sequel to the game that put him on the map, called Wasteland 2. The making of the game is rather interesting, as revealed by this Wired article: How One Guy Got Kickstarters to Give Their Profits to Other Campaignsįargo went on to launch other games, including the now celebrated Fallout series, and even became a game publisher himself, as founder of Interplay Entertainment. You travel about from place to place, take on quests, unearth clues, unravel mysteries, defeat bad guys, and generally have yourself a wild-and-wooly rip-roaring good time.
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You and your party find yourselves in a post-apocalyptic wasteland, loosely modeled on the territory and scenery of southern Arizona, in a chaotic world full of mystery and adventure. There's no doubt about it: this is a very fun game.
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I've been whiling away many an hour recently playing Wasteland 2. Who knows? It may even get you excited enough to start writing that game you've been putting off. If you've ever tried your hand at generating a dungeon (and what game-playing computer programmer hasn't?!), I think you'll really enjoy reading Rooms and Mazes.
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Nystrom fills the article with live demonstrations of various techniques, which bring the code to life and make it easy to understand the alternatives and how they impact the resulting generated dungeon. The best part of the article is the illustrations.
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When it finds a solid one where an open area could be, it starts running a maze generator at that point. Then, it iterates over every tile in the dungeon. First, it places a bunch of random rooms. Where Buck and Karcero start with the maze and then add the rooms, mine does things in the opposite order.
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Flood-fill the spaces between the rooms with mazes, then connect things together Start with a bunch of randomly-placed rooms.Trim back the maze to leave holes in the space, then turn those holes into rooms. Nystrom proceeds to explore two basic approaches to dungeon generation: You can’t circle around to avoid certain enemies, or sneak out a back passage. When you hit a dead end (which is often), you have to do a lot of backtracking to get to a new area to explore. You could make a roguelike with perfect dungeons, and many simple roguelikes do that because generators for those are easier to design and implement.īut I find them less fun to play. Nystrom takes us through a variety of different approaches to generating dungeons for adventure games, because it turns out there are a lot of things to consider. So I thoroughly enjoyed Robert Nystrom's recent essay: Rooms and Mazes: A Procedural Dungeon Generator. You can tell it's the holiday season, because I've been playing games and thinking about games, a lot.
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