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How do roguelikes generate levels?
I think a large part of Brogue’s appeal lies in its level generation, which creates tight spaces full of interesting environmental detail, with traps to avoid, chasms to fall into, and a strange ASCII beauty. I spoke to the game’s creator, Brian Walker, about what his design goals for those levels are, how you balance a game you can’t predict, and the exact process by which the game creates those levels.
game  article  interview 
august 2015 by epochblue
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