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Designer Notes 76: Tanya Short

Designer Notes

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The Procedural Generation of Moon Hunters

Boyfriend Dungeon was supposed to be a short palette cleanser before we went back into procedural simulation generation deeply. We were like, let's just quick make a little hybrid visual novel RPG because what we really want to do is this deep complex thing. I find it really interesting to think about what is meaningful in different playthroughs. The question you asked earlier, what does it mean for us to be different every time? And so I can't announce what our next project is, but I can say that we're putting more effort than everReally thinking through if the player regenerates the world, which are the aspects that are meaningfully different and which are the ones that they can recognize from playthrough

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