Hades of State: Game Development with iGGi Part 2

Hades of State was developed in four days as a technical demonstration of Procedural Content Generation (PCG). You play as a ghost navigating dante's inferno with nine procedurally generated maps and randomly generated conversations with politicians and mysterious figures. My role was to integrate text taken from twitter, interviews, television and randomised with markovify with … Continue reading Hades of State: Game Development with iGGi Part 2