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Spry Fox Announces Road Not Taken Ventures to PS4 on August 5th

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4w ago - Spry Fox CEO David Edery announced today that Road Not Taken ventures to PS4 on August 5th, 2014 alongside a PlayStation 4 video trailer below.

To quote: Hi folks! We're thrilled to announce the official release date of Road Not Taken! It'll be coming to the PlayStation 4 on August 5th, 2014 and the PS Vita later this Fall.

To celebrate this announcement, we've put together a new trailer! This one is a bit, er, unusual. You might need to have lived through the late 80s or 90s to really get it.





If this is your first time reading about Road Not Taken, we've written a ton of blog posts about the game and it's development. Some of our favorite posts are this one about our inspiration for the game and this one about the changes we've made in reaction to playtests.

Lastly, we'd also like to take this opportunity to share some free artwork with everyone, in celebration of our launch date announcement! Our lead artist Brent Kobayashi has whipped up some [Register or Login to view links] to decorate your various and sundry devices.

If you love this art and haven't already done so, check out Brent's [Register or Login to view links]
 

Spry Fox Announces Road Not Taken is Playable at PAX East 2014

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14w ago - Spry Fox CEO David Edery announced today that Road Not Taken is playable at PAX East this year.

Below are the details, to quote: (This post is about Road Not Taken, Spry Fox's upcoming roguelike for the PS4 & PS Vita. If this is your first time hearing about RNT, check out our trailers [Register or Login to view links]!)

PAX East is nearly upon us! We will be there, and for the first time ever, be making a playable demo of Road Not Taken publicly available for all to enjoy!

This may have triggered a wee bit of panic in our studio.

Suddenly, all the little bugs we've been ignoring demand attention. That crash that occasionally happens during the first mission? Must-fix! Slow loading times? Speed those suckers up!

Aside from fixing a boatload of bugs, we've also been spending a lot of time tweaking the first mission of the game, since that's what most people will experience at PAX.

Initially, we didn't worry about it much. After all, we have a tutorial that we've revised at least a dozen times. The first mission just has to be "relatively easy" and all will be well, right? Nope.

While the core mechanic of Road Not Taken is relatively simple, there are dozens of unusual objects and creatures you encounter in...
 

Spry Fox: Road Not Taken on PS4, PS Vita: Living a Full, 15-Year Life

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16w ago - Spry Fox CEO David Edery shared details today on Road Not Taken for PS4 / PS Vita dubbed Living a Full, 15-Year Life below.

To quote: This post is about Road Not Taken, Spry Fox's upcoming roguelike for PS4 & PS Vita. If this is your first time hearing about RNT, check out our [Register or Login to view links]!

Lately, we've been doing a ton of playtesting of Road Not Taken, particularly with fellow game developers. (If you're ever looking for brutally honest feedback, other game developers are a good place to start.)

In general, the feedback has been pretty positive: people love the game's basic mechanics, art and audio. But one big issue repeatedly crept up in many of our playtests: people weren't sensing the depth of the game and weren't feeling a strong sense of progression. This post is all about how we've been fixing that.

I like to think of Road Not Taken as an iceberg floating in the ocean: a tiny percentage of the total game is visible above the surface when you first start playing, while the vast majority of the game lies unseen, waiting to be discovered.

A large part of that depth comes from all the unusual creatures and objects you can encounter as you explore the enchanted forests of the game. Another large...
 

Video: Road Not Taken on PlayStation 4: Hand-crafted Randomness

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18w ago - 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.

Another classic...
 

Spry Fox Details Road Not Taken for PS4 and PlayStation Vita

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21w ago - Spry Fox Chief Creative Officer Daniel Cook detailed Road Not Taken for PS4 and PlayStation Vita for fans today.

To quote: This post is about Road Not Taken, Spry Fox's upcoming roguelike for PS4 & PS Vita. If this is your first time hearing about RNT, check out our trailers [Register or Login to view links]!

As we've mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest.

When designing a game like [Register or Login to view links] or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game.

With Road Not Taken, we're not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.

The process reminds me of Duchamp's painting 'Nude descending a Staircase, No. 2'. For thousands of years, humanity painted a single instant, captured in time. Duchamp, inspired by advances in motion pictures, decided to paint all the possible states of a woman walking down the stairs in a single painting.

To me, designing a roguelike is...
 
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