How (and Why) Spelunky Makes its Own Levels | Game Maker's Toolkit
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- How (and Why) Spelunky Makes its Own Levels | Game Maker's Toolkit
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Spelunky will always keep you guessing, by making a fresh set of 16 levels every time you play. In this episode we look at how creator Derek Yu strikes a balance between random and authored levels to make stages that always feel fun and fair - and why it's important that this game never gives you the same level twice.
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Quotes and info came from "Spelunky", by Derek Yu and Boss Fight Books
https://bossfightbooks.com/products/spelunky-by-derek-yuWith additional information from "Spelunky Generator Lessons" by Darius Kazemi
http://tinysubversions.com/spelunkyGen/And, the ultra helpful "Yet Another Spelunky Mod" by TakeNapEveryDay
https://takenapeveryday.wordpress.comYou can play Spelunky Classic for free on PC
http://spelunkyworld.com/original.htmlOr on Mac
https://forums.tigsource.com/index.php?topic=28467.0Games shown in this episode (in order of appearance):
Spelunky (Derek Yu, 2012)
Super Mario World (Nintendo, 1990)
Super Castlevania IV (Konami, 1991)
Spelunky Classic (Derek Yu, 2008)
Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991)Music used in this episode:
Adventure Begins (Spelunky, Eirik Suhrke)
Adventure Jingle (Spelunky, Eirik Suhrke)
Caves (Spelunky Classic, George Buzinkai and Jonathan Perry)
Credits (Spelunky Classic, George Buzinkai and Jonathan Perry)
Yeti Caves (Spelunky, Eirik Suhrke)
Temple A (Spelunky, Eirik Suhrke)
Credits (Spelunky Classic, George Buzinkai and Jonathan Perry)
Ice Caves Easter Egg (Spelunky, Eirik Suhrke) - Duration:
- 07:13
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Mark Brown added a video: How (and Why) Spelunky Makes its Own Levels | Game Maker's Toolkit |