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hello everyone! another month of development has passed by so i'm here to write another update about the game's progress through august. it was an admittedly slow month but a lot of very important work for sure. as a quick refresher, studio apart(ment) is a life sim x roguelite set in a city, where at the end of every week the map resets and you can use your progress in the week to buy upgrades and improve your world (and maybe find out what the hell is causing it in the first place).
hello everyone! it's been a year since i posted the last update but i will try to be more consistent about posting updates in the future. with that said here's what's been added in the last year or so.
as a reminder, studio apart(ment) is a life sim meets roguelite where you play 7 days of a life sim before restarting, although some things stay, like your relationships, inventory, and upgrades. between runs you can unlock upgrades to find new areas, abilities, and activities.
Hello everyone!
The past few weeks have been spent working on procedural generation in studio apart(ment) so I thought I would put out an update on how it's going and some other things going on with the development. The game is definitely being made and I want to get some sort of a beta out before the end of the summer if I can.
Procedurally generating the city
This was initially super daunting to think about. since it's one of the core pillars of a roguelite, it can make or break the fun of it. A badly generated map can feel unfair and frustrating, and nobody wants that. I decided to make the city out of several blocks; the advantage of this being that it's easier to predictably place things like lamp posts, buildings, benches, and exits.
A few months ago i did try doing this much more randomly. The results were cool but not very usable and was just too random.
So I took a stab at actually generating the map and i started out by placing some roads. Easy enough, I just used a noise function to create a map and we had this.
Then I had to trace it with some sidewalks. This wasn't hard in theory, but I had to fiddle around with the numbers a fair bit. I ended up with this, and I was pretty happy so far.
I then made the exits which involved a ton of scene loading information I won't get into, but that took a fair bit of time. Most recently I have started on adding in buildings. One thing I love about the roguelite Hades is that it balances procedural and predesigned rooms really well. Every dungeon in that game features a random mix of predesigned rooms, which ensures a fair dungeon every time while still providing variety. To incorporate this, I decided that each city block would be its own predesigned block, which will make the city not feel extremely generic at every single block. I need to model a lot of buildings for that, but at the moment we have something that looks like this:
Overall I think it's heading in the right direction, and I think that in the end the procedural generation should turn out really well and make the experience of playing a life sim feel fresh repeatedly.
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