While Roguelike, Rogue-lite, and wannabe Rogue-lite titles are undoubtedly abundant on the market, not many games fully embrace procedural generation like Streets of Rogue and its impending sequel do. In his most recent developer vlog, Matt Dabrowski focuses just on that.
Back then, the original Streets of Rogue was really stunning in its sheer vastness and absurdity, enabling players to smash buildings wide open as a gigantic gorilla, for example. To name a few character classes, you may also be a shapeshifter, an investment banker, or a jock. These classes let you approach the game's many randomly generated goals in whatever way you see suitable. But as Dabrowski succinctly demonstrates in his most recent 18-minute video, Streets of Rogue 2 amplifies the idea by a significant margin.
The procedural creation in Streets of Rogue 2 makes the previous game seem absurdly easy
.According to Dabrowski, the concept of Streets of Rogue 2 is intended to be "stupidly ambitious," since the game creates an open-world area that is "more than 10,000 times the size" of a level from the previous game. That is, without a doubt, quite the assertion. In particular, since player exploration in Streets of Rogue is mostly driven by its immersive sim-adjacent characteristics. Fortunately, Dabrowski gives insight for how this all really works in the latest vlog."I discovered that using procedural generation, it's actually very simple to create a lot of randomized content for your game," Dabrowski says. Making entertaining, well-balanced, and engaging material rather than simply a disorganized, boring mess is more challenging and time-consuming.In the video, Dabrowski discusses in detail how Streets of Rogue 2 addresses this problem and explains why he thinks the game will prove to be a significant improvement over the first release. In general, Streets of Rogue 2 has an enormous range of procedural generation methods that should provide players almost endless gameplay diversity, including generating whole cities and the stuff that exists between them. But Dabrowski's "chunks" of material and hand-made items scattered around the gaming environment are what really provide flavor."Every category in the game has a unique algorithm for placing chunks, and some of them are really intricate," Dabrowski explains. He goes on to clarify that the cities themselves will be especially intricate as they will let players enter any building and do anything they choose. It's exciting to think that Streets of Rogue 2 may end up like the classic bird's eye view Grand Theft Auto games in that regard.The approach to procedural creation in Streets of Rogue 2 isn't very groundbreaking, but seeing the detailed presentation video above gives the impression that the game is staying quite close to the goals the original may have had. If nothing else, Dabrowski's movie gives an excellent overview of how a developer may include proc-gen into their own game, so those who are more interested in technical aspects of gaming should definitely watch it.