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Exploring "Smart rooms" For Variation in Rogue-like games

Writer's picture: Giorgi ShelegiaGiorgi Shelegia

After playing the masterpiece that is "Hades", I could not stop thinking about Rogue-like games as a concept. As much as I loved replaying the rooms of similar structure with completely different builds, after a while, I felt that even though Hades criticized the enemies that appeared before Zagreus (the protagonist), they were still as simple-minded as ever.


I felt as if the enemies were created the instance I entered the room, instead of being sent to stop me, as the story hints.

That's what lead me to think of a system, which would improve overtime, to introduce more variation and punish your overconfidence as you progress. "Show, don't tell" they say, so here's a 2-minute video, displaying my concept in action, in Unreal Engine 4.

What do you think about this concept? I would be glad to hear your input in the comments!

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