If you’re here to figure out the best strategy to be greenlit, let me squash your hopes before we get started. I don’t fully understand how we got Greenlit. I…
In my previous blog post, we had focused on how labyrinths are procedurally generated, and what type of constraints game design bestows upon us. Today, it’s time to look into…
Procedural generation is popular amongst independent developers, and for good reason: It allows the almost infinite generation of new content, and, with the help of well established rules, allows a…
Written by Valentine Dessertenne on January 22, 2015
A year ago, we here at Illogika studios started work on our first original title, Subaeria, a story-driven Procedural Death Labyrinth set in a colorful dystopia. We’ve been building the…