The Road to Streets of Rogue 2 | Devlog 2 - Procedural Generation & Biomes 🗺️
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- čas přidán 24. 05. 2024
- The developer of an upcoming open-world rogue-lite Streets of Rogue 2, Matt Dabrowski, delves deeply into creating a system that generates open worlds. 🗺️ He also discusses the biomes featured in his ambitious sequel and offers a sneak peek at the building mechanic. 🧱
Wishlist Streets of Rogue 2 on Steam: tblink.co/StreetsOfRogue2
Chapters:
00:00 - Intro
01:07 - What is Procedural Generation, and how does Matt use it?
01:57 - Algorithms Matt uses for procgen
02:30 - How to create an open-world map
05:21 - Placing cities on your world map
06:37 - Paving roads between cities
08:21 - Placing landmarks
08:54 - Chunk system and hand-crafted content
14:12 - Biomes & dungeons
14:52 - Building system
16:49 - Outro
• • •
Watch Devlog 1 - Open World, Inspirations, First Playtests:
🎞️ • The Road to Streets of...
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🔗REDDIT: / streetsofrogue
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tblink.co/StreetsofRogue2News... - Hry
Most anticipated game this year. Streets of Rogue is so underrated.
okay lets not get TOO ahead of ourselves but it looks good
Deltarune, Silksong, and SoR2 are my three highest ranked wishlisted games
yeah couldn't agree more especially when you consider Matt D. puts out a game by himself that's better than most AAA titles with teams of people and a monster budget.
please secret neighbor android please 😢😢😢
I bought it on Gog for like 2 bucks i keep trying to get my friends into it
Got the "Quadruple A" game development companies nervous with this one. Matt is solo spearheading making 2024 the Year of the Indie Dev.
Even SoR1 was a marvel of a game for a single dev it holds its own against some AAA games (cough starfield cough)
It's honestly amazing being able to make an open world map with interconnected cities that are procuderally generated. Props to the developer for actually making this a reality.
I've played streets of rogue since its beta. This game has gone a long ways since its development. You're doing a great job, can't wait to see it when it's finished!
THIS is the game I've been looking forward to the most in 2024. Been at at the very top of my Steam Wishlist for a while.
The devlogs are appreciated. I could care less when upcoming games throw teasers to retain anticipation. Having the dev break down is very nice. Both as a transparent business move, but even more importantly in the interest of the art. It's fascinating information, to be given a general idea of how this is done.
Glad you like the format, we will be doing more of these with Matt in the future.
i too love when devs have mental break downs! :D
Can't wait! Streets of Rogue is my favorite rogue like and is SO underrated!
Looking good. Can't wait to play!
“play as barrel” modifier when
Good idea for a dlc
Please secret neighbor android please 😢😢😢😢
Will you make Secret Neighbor game for android devices?
Very excited for this one. I've spent countless hours playing the first one.
244.1 hours on SOR1 how long have you played?
Damn, man. Setting up world generation sounds and looks easy, but you can tell it’s probably HELL to work out all the kinks.
I really hope Matt considers letting us give npc's The Sims treatment! I would absolutely love to be able to trap a bunch of people in a room, and come back a few days later only to see skeletons, or maybe just one big cannibal!
"Less Cruel than the Sims" Should be added to the quotes on the release trailer.
love it
This is bound to be one of my favorite games of all time, cant wait!!!
Seconded!
"I was not planning to allow NPCs to soil themselves or starve to death, but, you know, I guess we'll see if there is demand for it."
YES! I'd love to see needs added both to the player and NPCs, it'd make the world feel so much more alive.
Each time I see a new video from this sequel, I get more and more excited. It's crazy how each new reveal hypes me even more !
Matt, thank you for showing some of how the sausage is made. You're truly a brilliant guy and a masterful mind for making games.
For me the best thing about SoR was that despite it being 'linear' - complete the floor and move on - it felt like anything could happen, with or without the players input, so now making the game one big open world, procedural, and with more features, it feels like anything could happen even more! so I'm pretty hype for this!
I'd be interested in an episode about procedurally generating missions, too
Dude, this is... Holy Toledo... The variety of stuff to do in SoR 1 impressed me.
Yer gonna slap all this in an OPEN WORLD now? With even MORE features? DUDE!!! SIGN ME UP!!!!!!!!!!!!!!!!!!
I can't imagine how much work this must be. Thank you for doing it and I look forward to the finished product!
the selfish side of me wants you main line coffee and never sleep to keep working on this game so I can play it as soon as possible, lol! But seriously, get your rest, take your time. It's going to be great! And maybe throwing a little bit of the sims into it would be cool too. Like maybe the whole getting a spouse and a 9 to 5 kinda thing. I think I probably speak for most of us players when I say that the greatest thing about the first SOR that really made it shine aside from the surgical precision with the Proc Gen was the fun with trying to create a custom character that could break the balance of the game a little bit. If i went the rest of my life with there never being a sequel I'd die happy so the fact that you've already put this much work into SOR2 is just icing on the cake now. Thank you so much for all the work you've put into both and thanks ahead of time for the work you will continue to put in, Matt.
Can't wait, was skeptical by the the new open world direction, but looks like you're handling it :)
Regarding the creation of different buildings/cabins, you should check out the wave-function collapse algorithm. It could allow you to prodecedurally create cabins instead of manually having to design each one of them.
Matt has heard of it, it's decent for creating wall layouts, but ultimately it's probably better for games that are a bit more abstract in their presentation. SoR2 requires a lot of detailed object placement to make buildings look good.
I've been waiting so long for this game. I still play streets rouge regularly. Probably my top played game on steam for years now.
It looks amazing! I'm really looking forward to the second part!
Looking good Matt. I am looking forward to playing this.
I also have a buddy that wants this game, so me and him can play co-op, which will be fun just like the first game.
this is my most anticipated thing ever
All this stuff already looks kinda fascinating and it'll be very interesting to see it in action!
Good luck!
You may want to look at the GDC talk on waveform collapse being used for procgen in Caves of Qud. It gives you much better control over edge cases and allows for more detailed cities without turning in a mess.
WoW, I loved it, when it comes out I'll be playing it!
I'm SO excited. Thank you for sharing some news and peeks. Really enjoyed it. Gonna love the game.
Literally the game I am most excited for this year. I cannot wait to play this
I bought my friend streets of rogue a week ago, he now has over 33 hours in the game. I have with the help of Matt created an addict. He is a member of the crepes
13:35 Seems like a fitting area to fit in like a little parking lot or something too, not all buildings/businesses should just have on-street parking after all!
i agree parking lots would be a perfect idea and parks too
Impressed as always, you're one of the best devs I've seen!
Жду с нетерпением вашу игру! I love Streets of Rogue!
If the npcs in the game are "Live" it will definitely be the game of the year
I mean, if the npcs have needs, if they work and their actions have some effect on the world (for example, a farmer picks up harvest tiles and it disappears, then he sows the field again, and goes to sell the harvest to the nearest store, or replenishes his trade store) it will be awesome.
That's what I meant when you said about hunger in the npcs like in the sims. I developed this idea a little in my head and thought of something like that. For another example, just replace farmer with any other profession, like a cop who comes to a call because some random npc started robbing him or something like that
If you notice any mistakes in the text, I apologize, translated via deepl
You are a source of inspiration, sir. Streets of Rogue is one of my favourite games of all time. Thank you for all of your hard work.
With all certainty I will play this game. Most probably whenever I have time which will probably be at 2:47am. These updates are very much appreciated!
First game was one of my all time favorites and this seems like it'll definitely surpass its predecessor. Keep up the great work!
You're one of the greatest Indie creators ever Matt. I know the sequel is going to be completely worth the wait. Streets of Rogue is perhaps my favorite game.
Date of release, damn you! In all seriousness though; thank you for sharing these behind the code/scenes blogs, they are fascinating and greatly appreciated.
Haha, patience, man-the very moment we're ready to reveal it, we will not hesitate to do so.
please secret neighbor android please 😢😢😢😢😢
very good work! the world appreciates your passion and persistence!
First game was amazing, I already got all the achievements last year. Very excited for the next one!
You should add bridges in the future as part of the road algorithm
That looks really amazing. Great work. Thank you.
Streets of Rogue is such a fun and charming game! Really looking forward to the next installment! Really interesting to see all the thought processes and decision making going on behind the scenes. Keep up the good work! It's on my wishlist!
this video was amazing. very high quality and exactly the type of content that i am constantly looking for. thank you guys so much!
I am SO excited for this lol we're definitely gonna do a playthrough
Men doing madness over here. I love it.
Glad my curiousity got me clicking
Streets of Rouge is still my most played game on switch. This sequel looks amazing
so hyped for this sequel
It would be interesting to see roads that can cross water tiles to dynamically create bridges. That way main roads don't trace around an entire lake or river to get to a city when it could have crossed a few water tiles in the middle. Also, a river passing through a city could make for an interesting city full of bridges and water front locations.
Very excited to see more as the game develops!
This got me beyond excited. The whole map is so big there’s so going to be so much stuff to do
I am so hyped for this game such a great evolution
Once you see that he never blinks thoughout the video, you'll never unsee it
He did Actually, but not often, super focused, like a laser!
Even though it was deep into the night.
But i get what you are talking about.
i can not wait for this game also this video is very informative for any game developer watching it helped me with my own projects matt should run lessons on game development
Me and my buddy are so hyped for this game! We love Streets of Rogue and can't wait to get up to all kinds of shenanigans in an open world! Thank you Matt for making my favorite game :)
Wow man. Amazing. Thanks for showing us your work so far. Can't wait to play the game! Please don't feel the need to rush this masterpiece.
Edit: maybe make the cars explode if they hit a wall as a fun idea.
Nice. Can't watch right now but good to know development is going smoothly.
can't wait for this game to come out. SoR 1 has brought me the most fun I've had in a while
I was of course excited for these dev logs because of how much I want to play SOR2, but I didn't expect them to make me laugh too :P
Man this is going to be so much fun. It feels like the kind of thing that could be added to a lot for a long time too.
i love how it looks !!! cheers
Thank you so much guys, such a unique game. That game as given me more fun and hours than most games.
Hyped for this game, absolutely loved the first!
Y'know, playing the first game I kept thinking to myself how much I'd like the successor to be a spin on open world games with permanence and all the implications that brings with it ... I'm so glad you're daring to blow up #2 to such enormous proportions! Can't wait to get my filthy hands on it and mess it up! 😂
I just came to see how Streets of Rogue 2 is developing, and I didn't expect to learn anything useful about generation. It's cool - your explanations are simple and clear. it's funny with barrels)
P.s thanks to Google translator
Looking super neat and inspiring, thanks for the video!
Matt Dabrowski is KING.
Awesome!
I cant wait to play this game. it is really giving me a kind of nostalgia for the older GTA titles and knowing how much fun Streets 1 was I can see myself getting lost in these worlds for a good long while. I also really appreciate your little window into the development process, as an aspiring indie developer it was really cool to see how you can take such a basic program and use it to breathe so mush natural seeming content to the world map. Looking forward to more dev logs!
Looks very good can’t wait to play
Can't wait to play this. Looks like it's going to be so much crazier than the first one.
props to him to make this seems comprehesible. i was lost at 3 minutes mark 🤣
The scope of this game is crazy - can't wait to just wander around these random countries and get up to hijinks!
it looks super duper promising! love you guys!
Looks great Matt, looking forward to it!
So hyped for this game!!!
I like how matt is just phasing in and out of existence piecing together the best game of all time
An interesting concept would be releasing a sort of "building builder" program ahead of time that lets players make building maps and then upload them to an archive of sorts for you to draw from for procedural generated content? (after a bit of filtering to weed out the messed up and/or inappropriate designs ofc.)
This would lighten the workload by letting the community mass produce tons of buildings for you to use, and make for an fun/interesting way for fans to contribute to the games development.
I can't freaking wait for this! :D
Streets of Rogue is my tied favorite Roguelike/Roguelite together with Darkest Dungeon 1!
Open world chaos and bs sounds like so much fun!
BEST OF LUCK. Hope everything goes well during the development.
This brought a tear to my eye
Looks GREAT!
absolutely hyped, keep up the good work!
Dude! I am stoked!
watched it, this is actually quite good stuff to watch be built
I just wanted to ask, Matt, when the game launches, do you plan on taking player-made buildings/chunks and adding those to the randomized pool to further improve the diversity of the game's landmarks? You alone can only hand-craft so many, but thousands of players crafting even just one or two buildings each could sextuple the amount existing ingame within just a few months!
I think the current system is pretty ideal, giving players the ability to make things and put them in the workshop for others but still needing to manually toggle them on. Custom content is wildly varying in style and quality, it wouldn't be a good idea to have it universally injected in for everyone.
@@TheSquareOnes Yes, obviously there would be some quality control system. Matt himself could just look at and pick the best ones, even.
This idea kinda reminds me of Spore, where you could encounter creatures, buildings, etc made by other players.
16:40 - Survival mechanics could actually be fun, having the player and NPCs have needs like in the Sims. Would work well with the new Farmer class that is featured in the trailer and generally the ability to grow food. It could also play into the game's economy, since it was mentioned how destroying a Fud factory could increase prices because the supply will be lower. Unless this is just like a random increase to Fud prices to simulate that there could actually be a supply and demand. Though I dunno if simulating a whole economy with supply&demand plus having NPCs have their own needs would go beyond the scope of the game. Maybe NPCs would have simplified needs.
Having Needs would also be another way to differentiate classes by having some have unique needs. Like a Vampire doesn't eat food or needs to sleep but obviously needs blood and perhaps has a meter that decreases in the sun. Maybe a Werewolf has an increasing bloodlust meter and will need to vent some of that once in a while.
I don't particularly care about having a restroom need, but it would give restrooms another use I suppose. Though I wouldn't go further with it than the Sims did.
And of course these survival things could perhaps be made optional with a mutator in case someone hates that stuff, options are always good.
looks great! However, I'd recommend making the buildings a little more cramped together. Using chunk packs that made the game more claustrophobic always gave me more interesting emergent scenarios.
If you mean those empty-ish areas between buildings, it will change in the future, of course. What you see here is WIP; cities will only become more bustling as the development continues.
beautiful as always
One of the only two games I'm genuinely excited for and highly looking forward to. Keep up the great work Matt!
PS. We yearn for the NPCs to soil themselves
I CANT WAIT!!!! But at the same time take as much time as u need😊
I'm so keen for this XD
14:10 it would be funny if police could hand you a ticket for jaywalking
I'm already hyped about fight against rogue robot army
I am still impressed from just SOR1 of how basically small that is compared to this. And I am excited fir when this hits early access and I xan only wonder how bigger the game will get in time. I wish Matt the best of luck and he has my support yet again 😁
i loved that first game soo much , if i could would be testing the game right now XD
insane video , soo fun to see progress i will be waiting :P