Streets of Rogue 2’s solo developer Matt Dabrowski discusses how his upcoming sequel’s procedural world generation works in a new devlog featuring a behind-the-scenes look into the mayhem-filled, open-world RPG encouraging all kinds of chaotic play.
About the game
Dive into the nitty-gritty work of creating diverse procedurally generated content. Each playthrough of Streets of Rogue 2 offers a completely new, randomized world based on a scaled-down version of a small country’s map.
Take a first peek at some of the promising biomes, from rundown slums and sleepy suburbs to lush forest lakes and island beaches.
Learn great tips about game development, including the multiple algorithms Matt uses when creating maps from scratch, different ranges of measurements, how to position city clusters, landscapes, and roads, or how he places items and buildings in each location.
As development progresses, players can replicate everything found in the game, like walls, flooring, and objects. Not into city building? Fear not – make use of pre-made structures for a quick turn around.
For those looking for more chaotic action, the sky’s the limit. Matt teases a variety of potential features pending fan demand, including a zoomed-out, city-building function reminiscent of tycoon games exclusive for town mayors. Or better yet – a mutator to confuse the heck out of the AI in charge of real-life mechanics, allowing players to build a brick wall in the middle of roads and to lock NPCs in doorless rooms.
Applications for Streets of Rogue 2’s first pre-alpha playtest are still open; fill out this form for a chance to participate.