Sandbox RPG Streets of Rogue 2 explains its procedural open-world generation in video

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Streets of Rogue 2 is a sandbox RPG with particularly fun and chaotic gameplay, due for release in Early Access this year. In the meantime, its sole developer Matt Dabrowski takes the stage to explain in detail how procedural generation works, at the heart of the creation of the game’s various maps and biomes.

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How do you manipulate chance to create fun, varied and consistent content? Each game of Streets of Rogue 2 offers an entirely new world, procedurally generated from a simplified version of the map of a small country. With a wealth of technical detail, Matt Dabrowski gives us a first glimpse of the different biomes, showing the dilapidated shantytowns, sleepy suburbs, lakes fringed by lush forests and sandy beaches that will be featured in the final game.

In between development tricks, Matt talks about manipulating the multiple algorithms that allow him to create maps from scratch. He also discusses the importance of measuring ranges, the placement of cities, nature and roads, and the logic behind the layout of objects and buildings in each location.

As development progresses, players will be able to reproduce everything in the game, including walls, floors and objects. Not keen on building cities? Don’t worry, you’ll be able to use pre-designed structures to facilitate your creations.

Those looking for maximum chaotic action will be well served: Matt mentions a series of potential features, implemented according to fan demand. For example, it would be possible to create a city by zooming out, like in a management game. Even crazier: a mutator confuses the AI in charge of real-world mechanics, allowing you to build a brick wall in the middle of the road or lock NPCs in rooms without doors. The possibilities are endless. You can register to take part in Streets of Rogue 2’s first pre-alpha playtest: fill in this form to request your participation.

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Streets of Rogue 2 will be released in Early Access on Steam in 2024.