Kal_

Kal_

Love Rogue-Lites/Likes.

Comments 124

Re: Porting of Hellblade: Senua's Sacrifice Being Handled By QLOC

Kal_

@MagnaRoader
Actually I did my research for the specific point of making an edgy comment.

It was merely bait for others. The game had a (micro) budget of 10 mil which is...certainly a lot for an independent release.

And yes since Ninja Theory published it themselves it is an indie game. That's kind of the definition.

Also I have nothing against indie games if my profile pic wasn't indication enough.

Re: Some Fans Are Calling For A Boycott Of Pokémon After Creatures Inc Shares Controversial Tweet

Kal_

@SBandy
Nice.
And it's not too depressing of a read, just melancholic.(Wait that's the same thing, frick)

I can somewhat understand what people mean about Creatures Inc. being offensive, a good PR move would be to just apologize (They already removed the tweet). Not buying a product you normally would because of a slip-up that doesn't actually affect said product is sad to me ( If they were gonna buy it in the first place).

Re: Xenon Valkyrie+ Is A "Rogue-Lite Platformer For Hardcore Gamers", Lands On Switch 1st January

Kal_

@Gen0neD
The reason why roguelikes use procedural/random generation lies in the name. Roguelike which is "Like Rogue". Rogue being a game released in 1980 and as since then created it's own genre. Being roguelikes( Like Rogue) and roguelites( Borrowing elements traditionally associated with the genre but not really emulating them.)

Really no other game would have a need for procedural generation other than games like Don't Starve, Minecraft, and No Mans Sky. Sure RNG exists in almost every game but Bethesda wouldn't make Fallout procedurally generated, that'd be a nightmare. Ugh, thinking about a Randomly Generated 3D RPG world would give me nightmares. And Bethesda wouldn't want that either(Just using Bethesda as an example, Fallout 76 isn't helping much) as it be just too hard to create a system for 3D based Procedural Generation.

And another thing too lies in the story. Yes Roguelikes have some story but it's usually relegated to visual elements, some convos, and outside material. Frankly it'd be way too hard to tell a cohesive story with Random Generation. Usually games with PCG are meant more about gameplay than anything else.

I do wonder why people hate randomly generated levels so much though. Probably because if it does a good job, then no one can tell.

Re: Xenon Valkyrie+ Is A "Rogue-Lite Platformer For Hardcore Gamers", Lands On Switch 1st January

Kal_

@Gen0neD
I feel like you don't really get the point of why "randomly generated" is good for some experiences.(Rip Chasm)

I really wouldn't want to go on a long winded rant but basically it depends on the experience the dev wants to convey. The actual process behind level generation is pretty complex, depending on how they go about it. World generation though is its on can of words that I don't have much experience with(Don't Starve, Minecraft).

Creating rhythm and flow is a hard task to do with roguelikes/roguelites (there's a difference) because flow is based upon teaching the player its mechanics and eventually at a point of mastery, reaching a zen-like state.(I'm sure I read something on that some where.)

I'd highly advise everyone who is interested in game design to watch Mark Brown, especially this video-
https://youtu.be/Uqk5Zf0tw3o

Oh and as far as worlds go- https://youtu.be/TgbuWfGeG2o