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The video games you played as a kid, mashed together and remade into a tactical roguelike.
The video games you played as a kid, mashed together and remade into a tactical roguelike.
The video games you played as a kid, mashed together and remade into a tactical roguelike.
944 backers pledged $18,143 to help bring this project to life.

Development Update: World Generation and Sound

So far, I've only showed detail about Enemy on the local scale: items, characters, and structures. With this update, I'd like to talk about how those local areas are knit together into a single world.

Openness is a key design pillar of Enemy, and the game takes place in a contiguous, open world that your squad can travel through however you like. The whole world is procedurally generated at the start of the game, so it will be different every time you play it, and your map is only filled in as you walk around and explore. At the outset, you are given only the location of the end boss, somewhere at the other side of the map from your starting point: you can go about reaching them however you choose. Below, you'll find a screenshot of the 2D, pixel art world map that is revealed as you travel from one area to the next:

The world is broken up into several different lands, which come in all kinds of shapes and sizes, just like real-world countries do. Each land has a single unified theme based on a classic gaming genre. The current land types are action, adventure, horror, and platformer. In addition, within each land there are many different environment types, features of the land such as forests, mountains, swamps, and plains. Some environments occur only with certain themes, like graveyards in horror-themed lands. Others, like forests, come in different versions for every theme.

Here is the current list of lands, and environments you can find within them:

  • Action: Alien, Base, City, Jungle, Technological
  • Adventure: Castle, Caves, Forest, Mountains, Plains, Town
  • Horror: Casle, Demonic, Forest, Graveyard, Swamp, Town
  • Platformer: Castle, Clouds, Forest, Plains, Sand, Snow, Town

Some of these are still in the planning stages, so please don't be mad if something gets cut! It's also quite possible that the world size may be reduced. The following are screenshots of some different, fully revealed, procedurally generated maps.

You will find radically different kinds of items in the different-themed lands, and since equipment loadout is a substantial part of a character's playstyle, this means the path you choose to take through the game has a substantial effect on how your squad handles combat. In addition, Enemy doesn't have level scaling. The difficulty of your opponents and the quality of the items generally increases as you get further from your starting point and closer to the end boss. Scattered throughout the world are towns, where you can purchase items and recruit squad members, and bases, which feature more dangerous enemies and better rewards than the surrounding areas. The goal of all this is that the path you take through the world is itself a strategic decision, in which you balance risk and reward, as well as considering which kinds of items you want to go for and what kinds of enemies you are willing to face.

You may have also noticed that in previous videos Enemy was rather quiet. That will no longer be the case in subsequent videos as I have finally integrated a sound system into the game, and my composer and sound designer Samuel Jule Kovacs will be able to put his work in the project directly. There are different music tracks for different themes and environments, as well as sets of sound effects for material collisions, item usage, and ambient features of the environment.

That's it for this month. Thanks for reading!

Pixel art for the maps was created by:


Carl Olsson

Clint Bellanger


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    1. Eric on August 22, 2013

      Thanks for the reply Tom. I'm really excited about this game, keep up the great work!

    2. Tom Johnson 2-time creator on August 21, 2013

      Thank you for your kind words, Nicolas! I'll do my best to make sure your wait is worth it.

    3. Tom Johnson 2-time creator on August 21, 2013

      Thanks Eric! Yeah, the free map movement is just a developer-mode option to show how the map and world-generation works. The game handles world movement similar to how Jagged Alliance does, so every square represents an area you can enter (the areas themselves are also procedurally generated at the start of the game, out of smaller pieces). I think that having enemies or minibosses moving around on the map is a really good idea, and it's on my wish list, but it's possible I may not get it in by version 1.0.

    4. Tom Johnson 2-time creator on August 21, 2013

      Thank you Zach, I really appreciate your feedback and your encouragement

    5. Bernard Tabora on August 21, 2013

      Wow. Haven't followed the updates for a while but the colorful maps in this one got my attention. Now I know why I stopped reading the updates. It makes waiting a lot harder. This game won't get off my mind this week.

      Keep up the awesome work !

    6. Eric on August 21, 2013

      Tom, it's looks great. I wish I could have pledged more! Quick question, I noticed that you were able to freely walk around the map. I assume that was just so you could show how it worked. Will there be random encounters as you travel and then designated areas, like the castles, that you can voluntarily enter?

    7. Zach on August 21, 2013

      This all looks fantastic! I don't regret backing this project for a second!