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Diablo and Minecraft demo actual roguelike elements (long runs for depth, immersion and variety; actual procgen not upgrade gambling; fun loot, simulationism, freedom, permadeath self-imposed, actual replayability not forced replays, complexity, etc.), scammers won't mention that
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j⧉nus retweeted
It's also quite small for such an expansive game! Thanks to a procedural generation system based on "Recomposing Procgen" (Karth 2023) and Fable's general ingenuity, the game comes in at just under 2MB so far. escholarship.org/uc/item/7qh…

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There are some non-procgen roguelikes but the design seems much worse (or they feel more like puzzles than RPGs). Infinity sounds like misguided marketing (roguelike replayility comes from insane amounts of content). And good procgen that simulates something = lots of design.
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Replying to @MadKamikazius
In challenging RPG-ish games you are supposed to repeat sections; in action game (e.g., metroidvania/soulslike) execution alone provides variation, while in roguelikes, being pure turn-based decision making, some kind of procgen is necessary to force learning.
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Replying to @medjedowo @AzFlin
as much as i'm opposed to the ai maximalist crowd, i wouldn't pay an art director who won't revise their concept art to better elicit scaleable and editable outputs from a procgen, texturing, 'image gen', or any other computer graphics engine. just not worth it...
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Replying to @pacciame
concordo, una gran bella presenza quella della procgen
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Honestly probably 5. It is the most polished and fleshed out. Then the 4 remake when it comes out as it will hold up to 5 without feeling like a downgrade. Lastly 3 Reloaded if you just can't get enough. It's dungeon is just barbecues procgen though.
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Jun 13
I've been working on a procgen starmap with 3D controls. The idea is to (re)use it to make some space games :) Made in my homegrown engine🪴(C , SDL3 GPU) #procgen #screenshotsaturday #gamedev #indiedev #space
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@NoMansSky Real talk Sean I am trying to solo dev a sporelike, if you ever want to have a talk about galaxy generation for a second I would love that (hard to find anyone with insight these days of trying to make procgen of this scale/quality lol) 😅
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The 3 Guild Update for #DevilSpireFalls is LIVE Which will you choose? The Warriors Guild, or the Mages Guild? No, you can't pick the Orphanage! That one is only for the destitute store.steampowered.com/news/… #gamedev #indiegame #procgen #rpg #dungeoncrawler #openworld #darkfantasy
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Happy Friday 😈 One marine clearing demons across different Hellwreck procgen hellscapes. Blood splatter system working overtime on every simulation tick🤤 #gamedev #indiegame #roguelike #indiedev #ascii
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Replying to @Bensmom7
Ah... I didn't save the world seed... I fear that the cozy corner is forever lost in the ethereal procgen realm now...
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Replying to @SebAaltonen
Okay...and how many of those uses of "AI" are actually referring to the same thing? I'm pretty sure at least a couple of those are just traditional procgen.
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In the self-interest of talking about things that at least attempt to create joy, rather than letting myself descend into the poisonous salt mines of politics, Claude and I have updated and deployed the final few updates for our little physics shooter, DRYFIRE. Changes since 1.2: - 2 new enemy types to bring the mix up to 5 - 3 pickups to give players tactical tools without disrupting the premise - Touch support so you can play on a tab or phone browser. NOTE: This is a desktop-first experience. - Deterministically seeded daily mode (daystamp mulberry32) - Procgen music! It's simple bloops but adds a little ambience. - Also a minor bugfix resolving a stale cache issue. At this point I consider it to have reached a logical conclusion as a game. Barring maybe a few tweaks to mobile scaling and zoom. Anything else will be separately scoped for a 2.0 Try and top my score at dryfire.zerofuchs.net Or grab it off Github to run/mod locally: github.com/Bladetrain3r/Game…
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I accidentally made wetlands. (little yellow cubes) 🟨 Part of my Water V2 modelling. 🌊 #ProcGen #GameDev #MadeWithUnity #Devlog #IndieDev
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Replying to @clemmygames
Minivania's would be an ideal application for procedural progression systems. Make 6-8 abilities, create procgen for each, select 4 for the run and then disable the irrelevant generation. 15 minute runs with 30s per room and three 60s bosses.
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Eve Porcello retweeted
I've written a 2-3 hour workshop called "Personalisation without the Pricetag" on using ProcGen and GenAI from local LLMs to make an experience that feels authored for the user, but doesn't cost the Earth. If you'd like it at your next event let me know!
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