Below: the story behind Xbox One's biggest little indie game
Dark Souls meets tilt shift photography in the latest project from respected Toronto developer Capybara Games - and it's a big deal for Microsoft's console
In the early 1980s, two computer science students Michael Toy and Glenn Wichman released a program on to the University of California's Unix mainframe that would eventually inspire the most important genre in independent video game development. Named Rogue: Exploring the Dungeons of Doom, Toy and Wichman's project was a fantasy adventure, in which players crept through a series of visually sparse underground locations, battling monsters and collecting loot. The unique aspect was that these dungeons were procedurally generated, meaning that every time the player loaded up the program, the layout was different. It was like playing a new game every time.
Over three decades later and the roguelike genre has become a staple of the indie scene. The basic elements - exploration, looting, procedurally generated environments and the concept of permadeath (ie no lives: once you're dead, the game is over) - can be found informing hundreds of titles, from Spelunky to Nuclear Throne to Don't Starve.
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