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But even that makes for a tricky balance, especially with this style of game where the details of individual rooms has less impact on the quality of the experience than how those rooms relate to one another. I know a lot of procedurally generated game use a library of predefined spaces - I see that often in roguelikes. I've played tons of free-roaming, exploration-based action games, but very few of those are genuinely good the structure of the world makes or breaks a game like that. To me, the terms "metroidvania" and "randomly generated" are very much at odds with one another. IGN: I'd like to talk more about the procedural aspect of Chasm.
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Unfortunately, the story side really got the shaft in the demo, but we’ll be fixing that for the full game.
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These things will be collectibles, and you won’t see all of them on your first playthrough. Instead, you’ll be piecing together the history the of the world by exploring it, and finding and studying artifacts, discovering journals and notes, etc. To that effect, we’ll avoid telling you the story through character dialogue. To me, you can’t beat an interesting world in a game - I’d take it over traditional narrative any day. Zelda was probably the most alluring to me, just how mysterious the whole world is, and how you’re left on your own to explore it and solve problems. Looking back, the thing I loved most about those games was that they didn’t over-explain anything. I grew up on NES, so I have memories of games like Castlevania, Mega Man, Zelda, etc. and really flesh out the move set so it’s incredibly fun to move through these dungeons. I’d like to do double jumping, wall jumping, ledge grabs, grapple hooks, sprinting, etc. For the special abilities that allow access to new areas, we want to focus more on acrobatics than weapons like Metroid or Shadow Complex.
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This could of course get way more complicated once branches start branching. Perhaps you go route A, obtain double jump, then backtrack to route B that’s now traversable. For instance, when you get to floor 3, it could branch and lead to two other areas, one immediately available, and one not. So the next question is, will there be backtracking like most Metroidvania games since there are only entrances and exits on each floor? Our (pending) solution to that problem, is to have floors branch and have doors that are not immediately reachable.
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Each area would have a big boss fight before you proceed to the next. The current plan is to have three floors per area, and six areas total, along with some special side stuff to do. We pick templates off the pile, build a dungeon with them according to a bunch of rules, test it, and populate it with enemies, treasure, traps, etc. The templates are loaded into memory when the game starts, then when you enter a dungeon for the first time, the generation algorithm runs for that floor. Basically, what we’re doing is hand-designing tons of room templates. So I began thinking of ways to mix it up. The rooms are always in the same order, the enemies are in the same places, items and secrets once known are always known. To me, the problem with replaying a game like Symphony of the Night is that you know exactly where everything is after your first playthrough. I was never able to get the balance right, and after months of work just decided to scrap it. I really wanted that open-world exploration, but mixed with the simpler progression systems of Zelda. Later in the year, I began working on the original version of Chasm, which was to be a mash-up of Zelda and Terraria.
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A year ago, I had a simple idea for how to create Metroid-style maps procedurally. We’re designing it to be a replayable experience, which was what sparked the whole idea to begin with. YES NO IGN: What can you tell me about the game at the general level - namely, its design, the ambition behind it, and your influences? James Petruzzi: Chasm is a 2D action-RPG platformer, with inspirations from games like Castlevania, Metroid, Zelda, Diablo, etc.