ABSTRACT

This chapter is presented as a case study for Keep Talking and Nobody Explodes, so it will be a deep look at the design of the game and what considerations needed to be made in the approach to procedural generation. Procedural generation is used in several traditional ways. The states of the puzzles on a bomb are randomized so that there is variance in properties like the number of wires, their colors, the symbols on buttons, the state of lights, the presence of batteries, and more. The rules of Keep Talking and Nobody Explodes are the meat of the game. With the concept of a query and solution, it is possible to generate a basic playable set of rules for the game. Queries are the building blocks of the game's logic. Hence, procedural generation can be a valuable tool during development for content creation, even if that variety is not exposed to the end user.