Thursday 4 June 2015

How XCOM 2’s Procedurally Generated Maps Keep You Guessing

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How XCOM 2’s Procedurally Generated Maps Keep You Guessing
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The words procedurally generated spark the idea of endlessly interchangeable combinations of parts linked together in hundreds of different ways, creating something unique that may never be seen again. At its heart, that’s not terribly far off the mark, but as Firaxis Games discovered during the production of its 2012 reboot, XCOM: Enemy Unknown, there’s a gulf between random and procedural. And traveling from Enemy Unknown to XCOM 2 has meant discovering how to bridge that long divide.

Much of that learning process took shape during the development of Enemy Unknown – so much that it simply couldn’t be shaped and applied alongside the project’s already hefty development. Fortunately for us, those lessons are finally ready to be applied to XCOM 2’s shining white alien-built megacities, rugged forests, deserts, and snow-capped wildernesses (among other settings) that will serve as the battlefields in humanity’s war against the aliens’ occupying force.


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How XCOM 2’s Procedurally Generated Maps Keep You Guessing

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