- Spry Fox CEO David Edery
posted up a video today detailing the hand-crafted randomness in Road Not Taken on PlayStation 4 below.
To quote: In previous blog posts, we've talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken.
This system is what makes Road Not Taken a fun game to play repeatedly, and - as with any good roguelike - you'll need to play Road Not Taken many times before you've stumbled upon every interesting object and creature lurking in the forest.
But a purely random system, even a very rich one, can start to feel repetitive over time. Every snowflake might be unique, but after you've looked at a thousand snowflakes it's easy to stop appreciating them!
Our roguelike developer ancestors have invented a few solutions to this problem, one of which is to change the look and feel of the environment to signal when something new/important/dangerous is happening.Sewers transition into dungeons, dungeons become underground caverns, etc.
And in Road Not Taken, peaceful glades might lead to blizzard-ravaged woods, haunted groves, and dangerous ice caverns! The changing terrain is both a marker of your progress as well as a warning of new challenges to come.