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Posted by PlayStation Blog Feb 25 2014 15:01 GMT in PlayStation News
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This post is about Road Not Taken, Spry Fox’s upcoming roguelike for PS4 & PS Vita. If this is your first time hearing about RNT, check out our trailers here!

As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest. When designing a game like Bioshock or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road Not Taken, we’re not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.

The process reminds me of Duchamp’s painting ‘Nude descending a Staircase, No. 2’. For thousands of years, humanity painted a single instant, captured in time. Duchamp, inspired by advances in motion pictures, decided to paint all the possible states of a woman walking down the stairs in a single painting. To me, designing a roguelike is a little bit like that. Instead defining a single level, we use algorithms to define all possible levels at once.

Generating a level one pass at a time

The level generation system builds each level by laying down multiple passes of increasing detail. Each pass tweaks the balance of the level and gets it a little bit closer to the final state that the player will experience in the game. A single generated level in Road Not Taken is built up out of five distinct passes.

Pass one: Lay out the rooms

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In Road Not Taken, the forests you’re adventuring through are a simple grid of grids. For example, a forest level might be a 3 by 4 grid of rooms, with each room being a single 6 by 8 tiled screen. One of the forest rooms – the top leftmost one – is labeled as the starting location.

At this stage, we also set some constraints, such the the number of children you’ll rescue, the minimum number of parents on the map, and a targeted difficulty. These variables shape the rest of the map.

It seems simple, but selecting the right numbers is a slow and painstaking process. We have to find all the values that yield broken (or not-fun) levels and eliminate them. So I spend a large portion of my days setting various numbers really high or really low, and then play the resulting levels to see how they feel. Through this process of elimination I learn things, such as “collecting 100 children is a total drag.” But collecting just 1 child is boring, too. Is there something in the middle that works? Tweak by tweak, a fun experience comes into focus.

The exciting part when dealing with original game mechanics is that no one (myself included) knows what constraints will feel good. Sometimes the answers surprise me, so I try not to make too many assumptions. I just dig in, make hundreds of ugly levels, and explore the unknown in hopes of stumbling on something surprising and delightful.

Pass two: Add blocked paths

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Each room has an entryway that is blocked by boulders. That path can only be unblocked by a specific object that must be collected into a matching set by the player. For example, you might need to gather and group five trees of a certain type in order to unblock the passageway. We can, theoretically, make almost any object in the game (in any quantity) the key to these doors, though some end up being more fun than others.

So we look at the target difficulty for the room, then look at the set of available lock objects, then pick one for a door. The lock objects are placed in the room with the door. We repeat this step till all the paths in the forest are blocked off.

After we added this step during the prototyping phase, the game stopped being fun and we very nearly ceased to work on it. Unblocking the paths was a pleasant experience, but something subtle was missing. It just wasn’t fun enough.

Pass three: Move some lock objects out of the rooms

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Cristian Soulos, our lead programmer, figured out how to keep things interesting. He realized that Road Not Taken would be more fun if all the pieces you needed to solve a puzzle weren’t just sitting right in front you. So he spread the lock objects for some of the doors into different rooms. This forces you to search and explore the forest if you want to unblock every path and rescue every child. (I always imagine the computer giggling evilly at this step.)

As soon as we added this to the level generation system, Road Not Taken went from being fun to play for 10 minutes to being fun to play for hours. The lesson here is that when working on original game mechanics, it often isn’t obvious what will be fun up front.

Pass four: Add goal objects and critical crafting ingredients to the rooms

This is the point where the children, parents and critical crafting ingredients are added to specific locations in the forest. Rescuing those children is your primary goal; they are what changes Road Not Taken from a fun toy into a game that you can win. Crafting ingredients increase your chances of success — if you use them correctly — by giving you tools to more efficiently explore the forest and deal with enemy creatures.

Pass five: Add a dash of difficulty

In addition to the lock objects, we have challenge objects. These make your life more difficult by attacking, blocking, and/or confusing you. First we look at the target difficulty of the room, a simple number that increases as the player’s skill increases, and also increases over time. Then we fill up the rooms with objects and enemies that increase the forest’s difficulty till the target difficulty is met.

Each object has an expected difficulty and some constraints on how many can appear in a level. Objects also have rules dictating what they shouldn’t appear next to, and how deep into the forest they generally appear.

Not all objects show up all the time, so the player is forced to mix up their strategy. You may have started relying heavily on crafting potions, but on a map where the key ingredients for those potions don’t appear, you’ll need to use other tactics. Many objects in the forest have multiple uses, so you always have plenty of options, though you might need to experiment for a while to figure them all out.

Some interesting benefits of our procedural level generator

There’s a single difficulty slider: It takes a great deal of effort to tune it all correctly, but once we’ve done that, we can generate easier or harder levels with the change of a single number. I can testify that some of the harder forests in Road Not Taken are insanely brutal, even for me, the lead designer of the game. But they are also incredibly satisfying when you solve them!

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Robust in face of new content: A short while ago, we added 10 really unique new objects and enemies to Road Not Taken. If this was a more traditional game with levels that have been entirely handcrafted, a change of that magnitude would likely have required weeks of additional rebalancing and level reworking. But in our procedural system, with a few minor adjustments, everything just worked. So now we have lots of freedom to try out fun new ideas without losing all our old work, which means we can put dozens or even hundreds of interesting objects and enemies in the game. It also means that, with a little luck, we can do lots of interesting updates after Road Not Taken is released!

The combinations continue to surprise me: There are trillions of different levels that can be generated within Road Not Taken. I’m constantly running across new scenarios that I wouldn’t have predicted. What happens when a raccoon spawns next to heavy stone blocks? Pure chaos… and not something I planned for.

Keeping it fun for ourselves as well as you

As a game developer, a little-discussed secret is how often we get tired of our own games since we end up playing them over and over again for months (or years) before release. But Road Not Taken keeps surprising me, and I’m not tired of it yet. :-)

We just finished another balancing pass and the game is really shaping up. At this point, we probably have most of the objects and enemies that will be in the game by the time we launch. Now there’s just a ton of polishing and minor feature work left to go. With any luck, we’ll be ready to launch sometime this Spring or Summer!

Take care,
Danc

PS. In case you haven’t seen it, we recently released a new live action teaser trailer for Road Not Taken. Check it out!


Posted by Kotaku Feb 25 2014 14:32 GMT in Konami
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Folks were complaining about how much it was going to cost to play the first chunk of Snake's next adventure, which seems pretty short. Now it's going to be a bit cheaper, taking ten bucks of the price for last-gen and current gen consoles. From the press release:Read more...

Posted by Rock, Paper, Shotgun Feb 25 2014 15:00 GMT in Ubisoft
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A new trailer for EndWar Online informs us that the browser-based MOBA-like will be undergoing a three-day test phase beginning this Thursday. You can register to be part of this pre-beta test, which has the callsign Tech Assault, by registering at the official website. The new trailer is a hyperactive cinematic so I looked back at an earlier video to see how the game plays. I’ve embedded both below. The longer trailer is quite impressive, beginning with the words ‘Middle East Nuked’ and rapidly escalating to the terrible consequence of that action – ‘Oil Prices Soar’. At one point the text declares, ‘You thought it was over but war never ends’. I hadn’t realised that the title was a futile command.

… [visit site to read more]


Posted by Kotaku Feb 25 2014 14:33 GMT in World of Warcraft
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The World of Warcraft community was up in arms last week, when WoW Insider spotted a level 90 boost item available briefly in the in-game store for $60. Speaking to Eurogamer, lead encounter designer Ion Hazzikostas says the high price tag was established to ensure Blizzard didn't "devalue the accomplishment of levelling".Read more...

Posted by Kotaku Feb 25 2014 14:00 GMT in Gaming News
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Silver Surfer snowboarding on a Galactus-shaped ramp sure would make things more exciting at any Winter Olympics event. The real games might be over, but here's concept artist Francesco Francavilla pairing superheroes with the winter sports that suit them the best.Read more...

Posted by Joystiq Feb 25 2014 14:00 GMT in Risen 2: Dark Waters
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Furthering the gaming industry's ongoing fascination with the word "titan" comes Risen 3: Titan Lords, a newly-revealed entry in developer Piranha Bytes' cult-favorite dark fantasy roleplaying franchise.

German magazine PC Games has revealed the existence of Risen 3: Titan Lords via a preview image of the magazine's next cover. Scant information on the game was offered alongside this teaser, though we do know that Risen 3: Titan Lords will return to the medieval fantasy setting seen in the original Risen, in lieu of reviving the high seas, piratical adventures of Risen 2: Dark Waters.

There is currently no word on when Risen 3: Titan Lords might debut. It seems certain that the roleplaying game will come to the PC, though any platforms beyond that remain a mystery. [Image: Piranha Bytes]

Posted by Joystiq Feb 25 2014 14:00 GMT in South Park: The Stick of Truth
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Seven scenes have been removed from the console versions of South Park: The Stick of Truth in the EMEA region, which covers the not so small continents of Europe, the Middle East, and Africa. That's in addition to the game's censorship in Australia, where the often prominent Classification Board deemed a certain scene had to be edited if the game was to be rated for sale.

As BT.com spotted, Ubisoft sent out a document to publications this week that confirmed 7 scenes, each around 20 seconds long, have been removed from the EMEA console versions of The Stick of Truth. As you can imagine given the often controversial nature of the TV series, the scenes are NSFW reading, and some readers may be sensitive to their descriptions. We've included them below the break.

Posted by Kotaku Feb 25 2014 13:38 GMT in Nintendo 3DS
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Nintendo is offering a free download code in March for Pokémon X or Pokémon Y to those who register, via Club Nintendo, either a 3DS, 3DS XL or 2DS, and one of five games for that platform.Read more...

Posted by Kotaku Feb 25 2014 13:30 GMT in Steam
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Sitting down in the middle of a town and opening a store with your loot in DayZ is probably the riskiest thing you can do. Some players still like to do that, maybe because they have snipers on the roof. Either way, I am positive that business will be booming.Read more...

Posted by Rock, Paper, Shotgun Feb 25 2014 14:00 GMT in PC Gaming News
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I spend roughly half my waking hours thinking about detectives, watching detectives on TV and reading about detectives in books. The other half of my waking hours are spent very specifically thinking about what a detective game might be like. How do you create a mystery which is compelling for players to deduce the answers to themselves, without being handheld and thus making the mystery dull and rote?

Where’s An Egg? has an answer. It was released in 2007, was sort of made by a fictional game developer, and is about deducing the location of an egg. You can play it in your browser and get the measure of it in ten minutes, and you should. … [visit site to read more]


Posted by IGN Feb 25 2014 14:00 GMT in Nintendo News
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We go hands-on to buddy-up with over a dozen LEGO dwarves in Goblin Town.

Posted by Giant Bomb Feb 25 2014 14:00 GMT in Gaming News
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Thief returns but will it sneak its way into Brad's heart or bungle the entire caper?

Posted by Valve Feb 25 2014 13:51 GMT in Steam
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Europa Universalis: Colonial British and French Unit pack, all new content for Europa Universalis IV is Now Available on Steam!

Europa Universalis IV: Colonial British and French Unit Pack contains 16 new unique unit models for British and French colonial troops.

The armies of Great Britain, England and France will receive a new, more rugged look while in the New World.

This DLC adds unique flavor to two of the colonial nations in the new world, enhancing the visual experience of playing Europa Universalis IV.


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Posted by Valve Feb 25 2014 13:49 GMT in Steam
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Europa Universalis IV: Native Americans II Unit Pack, all new content for Europa Universalis IV is Now Available on Steam!

Europa Universalis IV: Native Americans II Unit Pack contains new unique unit models for ten Native American tribes.

  • Mikmaq
  • Potawatomi
  • Chickasaw
  • Miami
  • Navajo
  • Mohican
  • Assiniboine
  • Ojibwe
  • Fox
  • Shoshonne

This DLC adds unique flavor to the North American continent and enhances the visual experience of Europa Universalis IV.


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Posted by Valve Feb 25 2014 13:48 GMT in Steam
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Europa Universalis IV: Muslim Advisor Portraits, all new content for Europa Universalis IV is Now Available on Steam!

Europa Universalis IV: Muslim Advisor Portraits contains new, unique advisor portraits for the Muslim cultures.

A total of 21 new portraits, created by the talented artists at Paradox South, will enhance the visual experience of playing as a Muslim ruler in Europa Universalis IV.


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Posted by Joystiq Feb 25 2014 12:30 GMT in Steam
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Deus Ex: The Fall has the gall to declare exactly when it'll infiltrate the Steam compound, and that's March 25. The enhanced PC version of the iOS and Android action-RPG will be priced $10 in North America, £8/10 euros in Europe, and pre-orders will snag a copy of Deus Ex: Game of the Year Edition as an augmentation. We've reached out to Square Enix to see if there'll be Mac and Linux versions of the port in addition to Windows PC.

In addition to usual Steam doodads like trading cards and achievements, Square Enix says the PC version of The Fall includes AI adjustments, a revised tutorial, controller support, and a Deus Ex: Human Revolution-like toggling between cover styles. One element that's missing from the mobile version is microtransactions, with game economy rebalanced to accommodate. You can find a fuller list of the tweaks and additions here.

Square Enix brought The Fall to iOS and Android last year, and while it's set in the same gold-hued world of Human Revolution, it follows the events of the game's prequel novel, The Icarus Effect, and stars Ben Saxon rather than DX:HR protagonist Adam Jensen.

While we never asked for this, it'll be interesting to see how n-Fusion's mobile reworking of Eidos Montreal's formula translates back onto PC. In our Portabliss column, Xav de Matos said that although the game is enjoyable, with it "populated world, unenthusiastic story, and drastic dips in quality, Deus Ex: The Fall lacks the same passion that made Human Revolution one of 2011's best video games." [Image: Square Enix]

Posted by Rock, Paper, Shotgun Feb 25 2014 13:00 GMT in PC Gaming News
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*It’s not really like that at all.

Perhaps Bad Golf 2 will prove to be the One Direction of Double Fine’s latest Amnesia Fortnight prototype-off. Not selected as a winning project in the X-Factorish voting, it seemed destined to never become a reality – until fans decided to make it anyway. And now it’s generating more headlines than any of the ‘official’ picks did.

Fortunately, Double Fine have given it their blessing. I.e. they haven’t sent a pack of lawyers after it. … [visit site to read more]


Posted by Kotaku Feb 25 2014 12:30 GMT in Xbox One
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Next month, an update will bring the popular Twitch video game broadcasting service to the Xbox One in a way that home consoles have never seen before. It will launch just in time for Titanfall. Read more...

Posted by IGN Feb 25 2014 12:41 GMT in Gaming News
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Warhammer 40K: Storm of Vengeance is more Plants vs. Zombies than League of Legends.

Posted by Kotaku Feb 25 2014 12:00 GMT in Gaming News
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I love anime music. Long before I even took my first Japanese class, I was rocking out to anime theme songs. And as we have 47 new anime this season, that means we also have 47 new openings and endings—and that’s even without the new second half themes from the fall anime that are still on the air.Read more...

Posted by IGN Feb 25 2014 12:15 GMT in Xbox 360 News
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Microsoft has reiterated that it doesn't plan on selling Xbox One without Kinect,

Posted by Kotaku Feb 25 2014 11:30 GMT in Gaming News
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This is not a real trend. Japanese people aren't actually wearing bean beards for fashion. Shame, because this is wonderful. Read more...

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Posted by Rock, Paper, Shotgun Feb 25 2014 12:00 GMT in ArmA III
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Universe: “I have become known for doing at least one thing no one will ever see coming per day. For example, at the dawn of time, it was existing. Last week, it was Miley Cyrus doing a halfway decent cover of Outkast’s “Hey Ya.” I must keep all beings sentient and otherwise on their toes (and otherwise).”

Pinky: “Gee Universe, what are we going to do tonight?”

Universe: “The same thing we do every night, Pinky… actually, I hadn’t thought about it. Wow. I’m really dropping the ball here. I have become complacent. I have failed.”

Pinky: “I don’t really understand, Universe, but this Arma 3 game is boooooooooooring. Nothing ever happens, and then I lose– NARF. Oh, I know! It needs a dinosaur level.”

Universe: “Why, Pinky, that’s entirely preposterous and frankly idiotic and… wait! That’s it! Pinky, you’re a genius.”

Pinky: “Narf? Also, when did I become the universe’s demigod sidekick? Brain?”

… [visit site to read more]


Posted by Kotaku Feb 25 2014 10:30 GMT in Gaming News
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In Japan, there isn't just one cat island, but a couple. And recently, one internet commenter visited the most famous one in the country and took some lovely photos.Read more...

Posted by Rock, Paper, Shotgun Feb 25 2014 11:00 GMT in Starbound
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There are already lots of things in Starbound. Even in beta, the game is a vast sandbox of possibility and weird cave-dwelling gum creatures that shriek and bounce at you like a pogo stick possessed by the soul of a deathrow inmate. It’s a big place, but this is only just the beginning. Previously, developer Chucklefish wriggly giggled out word of directors, mods, and a PVP endgame, but those lofty goals are in the far flung future. On the horizon, meanwhile, is a complete overhaul of the infinite voxel universe’s progression system, which is currently just a series of intergalactic gates. The plan, however, is to make it more like a Metroidvania that will ultimately split off into three main paths: adventuring, building, and farming. I can’t wait to have my own corral of horrifying night terror space sheep.

… [visit site to read more]


Posted by Kotaku Feb 25 2014 10:00 GMT in Gaming News
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Remember that Attack on Titan Subaru commercial? The ad featured giant Titans. Two of them were actors in scary make up. And the third?Read more...

Posted by IGN Feb 25 2014 10:22 GMT in PC Gaming News
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Blizzard has announced the pre-order bonuses for Diablo 3's expansion, one of which is a character unlock for Heroes of the Storm.

Posted by Joystiq Feb 25 2014 10:00 GMT in Xbox One
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EA Tiburon kicked off a design contest late last week for the next game in the Madden NFL series. The developer is challenging fans with creating new logos and uniforms for the game, and is accepting submissions now through March 7.

EA's last release in the series, Madden 25, brought back the ability to relocate NFL teams in the game to 17 different cities. While the contest announcement stresses that EA prefers user-created logo and uniform designs based on those 17 cities and the dozens of team names that were created for Madden 25, it will accept submissions that involve other team names and locations. Those looking to enter their designs for, say, a Milwaukee-based football franchise can download EA's uniform and logo design packet (in .zip file form) to get started. [Image: EA Sports]

Posted by Rock, Paper, Shotgun Feb 25 2014 10:00 GMT in PC Gaming News
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Star Citizen is going to be colossal. That was never in question. Then it became even more not in question with the crowdfunded additions of everything from first-person combat to facial capture tech to a collaboration with Kingdom Come to probably, like, the virtually reanimated consciousness of Chris Roberts himself, a beaming face of ceaseless encouragement winking at you from the stars. But those are all handcrafted bits and bytes. They are finite, limited by the work of human hands. Thus, given proper funding (which they will no doubt receive), Roberts and co would like to bring on a full-blown procedural generation team. The goal is to procedurally whip up “entire planets worth of exploration and development content.” And then Star Citizen was all the games.

… [visit site to read more]


Posted by Kotaku Feb 25 2014 09:00 GMT in Gaming News
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As part of the public service campaign, Robocop is doing his part to nab unsavoury perverts on Japanese trains. Your move, creep!Read more...