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Cloudberry Kingdom

GRTV: "We spent a year just working on the algorithm"

Procedural generation is hard work for the Cloudberry Kingdom devs.

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Pwnee Studios co-founder and programmer Jordan Fisher talks us through one of the most difficult platformers we've yet to play. The maths lover explains how difficult it is to make a procedurally generated game and how they interated on the art style during development.

"We wanted to make a game that could be that difficult, but it also is possible to play as a more casual player too - it can accommodate a lot of people, hopefully."

"Really difficult platformers is kind of like a genre that's been developing for the last few years. I think it's well established."

Procedural generation and randomness isn't necessarily a shortcut as far as development goes:

"For a platformer it's been a little bit harder to make it random, because you can't just put things on the screen, you have to make sure that there's a way to get through. So every level you see is always possible to beat. If you don't believe it, you can watch the computer and it will figure out how to beat the level for you. That was tough: we spent about a year just working on the algorithm"

On working with Ubisoft:

"We've been actually working with them [Ubisoft] for over a year now, but they wanted us to be hush-hush"

The art style:

"Game's been developing for four years and we went through a lot of art styles."

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