<p><em>Game Design Deep Dive: Roguelikes</em> examines the history and rise of the often-confusing roguelike genre. Despite being more than 30 years old the roguelike genre remains a mystery to a lot of consumers and developers. Procedural generation or having the game generate content has been a cornerstone and point of complexity since its inception. The 2010s saw an explosion of new designs and examples along with a debate about what a roguelike is. The genre found its way back to mainstream audiences with the award-winning <i>Demon’s Souls</i> and <i>Dark Souls</i>. Since then roguelikes have revolutionized the way we see and design games. Author and game design critic Joshua Bycer explains the differences between the various roguelike designs and give a detailed blueprint showing what makes the best ones work.</p><ul> <p> </p> <li>The first of its kind talking about the roguelike genre </li> <p> </p> <li>Examines the design and methodology of roguelike games and the different variations</li> <p> </p> <li>A high-level discussion and breakdown of procedural and random content generation</li> </ul><p><b>Joshua Bycer</b> is a game design critic with more than seven years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He is also a public speaker and presenter at schools and libraries on game design and game development.</p>
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