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You just moved to a new city. Hooray. The rooms are small, the people aren't very nice, and there's nothing to do. Is there?
studio apart(ment) is a life sim meets roguelite where you play 7 days of a life sim and then restart. Not everything resets—your relationships, upgrades, and inventory persist. Explore a procedurally generated city every run filled with minigames, friendly (or not) citygoers, cars, buildings, shops, and everything you could want in an urban paradise.
  • A procedurally generated city. No two runs will feel the same and the possibility of exploration is always lingering.
  • Custom naming for villagers. Any villager can be named as you choose. Want to add your best friends into the game? Knock yourself out
  • Explorable areas that get unlocked over time. Even if you have explored the city countless times, you can still find more to do
  • A skill tree where you can buy upgrades and unlock new features
studio apart(ment)
aarush agteDeveloper
aarush agtePublisher
2022Release
FREE
🎹🖱️ Keyboard + Mouse
No user reviews (0 reviews)
progress update - procedural generation

Hello everyone!

The past few weeks have been spent working on procedural generation in studio apart(ment) so I thought I would put out an update on how it's going and some other things going on with the development. The game is definitely being made and I want to get some sort of a beta out before the end of the summer if I can.

Procedurally generating the city
This was initially super daunting to think about. since it's one of the core pillars of a roguelite, it can make or break the fun of it. A badly generated map can feel unfair and frustrating, and nobody wants that. I decided to make the city out of several blocks; the advantage of this being that it's easier to predictably place things like lamp posts, buildings, benches, and exits.

A few months ago i did try doing this much more randomly. The results were cool but not very usable and was just too random.
Game Description Image

So I took a stab at actually generating the map and i started out by placing some roads. Easy enough, I just used a noise function to create a map and we had this.
Game Description Image

Then I had to trace it with some sidewalks. This wasn't hard in theory, but I had to fiddle around with the numbers a fair bit. I ended up with this, and I was pretty happy so far.
Game Description Image

I then made the exits which involved a ton of scene loading information I won't get into, but that took a fair bit of time. Most recently I have started on adding in buildings. One thing I love about the roguelite Hades is that it balances procedural and predesigned rooms really well. Every dungeon in that game features a random mix of predesigned rooms, which ensures a fair dungeon every time while still providing variety. To incorporate this, I decided that each city block would be its own predesigned block, which will make the city not feel extremely generic at every single block. I need to model a lot of buildings for that, but at the moment we have something that looks like this:
Game Description Image

Overall I think it's heading in the right direction, and I think that in the end the procedural generation should turn out really well and make the experience of playing a life sim feel fresh repeatedly.

[ 2022-06-11 04:34:04 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 16.04 LTS (64bit)
  • Processor: 2 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: 512 Mb video memory
  • Storage: 2 GB available space
GAMEBILLET

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5.38$ (82%)
5.87$ (16%)
16.57$ (17%)
0.69$ (92%)
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6.0$ (80%)
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0.42$ (79%)
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4.05$ (86%)
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0.56$ (81%)
9.99$ (50%)
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1.05$ (85%)
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0.58$ (90%)
0.77$ (74%)
0.56$ (81%)
4.25$ (83%)
2.64$ (82%)
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1.19$ (88%)
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1.99$ (80%)
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1.29$ (84%)
1.49$ (85%)
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2.79$ (60%)
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4.99$ (50%)
7.48$ (75%)
1.19$ (88%)
1.89$ (87%)
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28.89$ (52%)

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