Roguelikes are a genre defined by randomness. It’s the primary thing that sets them apart from other games. Even when they’re not really RPGs at all, a roguelike will have a level that is randomly generated. Or rather, what is called “procedural generation”, because true randomness is like a whole thing involving complicated mathematics that I’m not even gonna get into.
Randomness is something that should be used carefully, though. Especially when it comes to actual gameplay, it’s easy to lean on it too much and end up with a mess of a game. You can’t get away with making absolutely everything random, the chances of getting something that’s even playable are tiny. Continue reading “Towards a Better Roguelike: Types of Randomness”