Wednesday, 5 December 2012


A growing number of features I'm now programming are more of content than engine. It does feel a bit strange after years of trying to get the engine in some kind of condition. Trying to come up with clever solutions to how content is created is even harder than programming the engine, although in roguelikes those two are depending on each other.

In following days, weeks and months I try to concentrate on big picture which mostly means open issues in level generation. How to create level themes that actually have a theme, but still offer enough variations and surprises?

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