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Tag Archives: BSP Trees

Procedural Map Generation


Procedurally generated maps are a core feature of roguelikes. For a genre that is almost synonymous with “randomness” (within reason), randomized maps are the easiest way to broadly manifest that key element since maps affect many aspects of gameplay from exploration strategy and tactical positioning to item and enemy locations. Notice how walkthroughs for strategy […]

Posted in Design, Dev Series: Procedural Maps | Also tagged , , , , | 4 Responses