The game Backroads Lightning is a game I wrote for the Procedural Death Jam, a game jam which prominently features procedural content. A key goal of procedural content is to generate a new environment each time you play, so that you can't memorize map layouts or enemy placement. The random dungeons of many roguelikes are a good example of procedural content. Another good example are the random maps of Spelunky.
I've written several random dungeon generators in the past so I wanted to use this jam as an opportunity to try and generate something that was specifically NOT a dungeon. Generating a random network of roads seemed like an interesting idea. After trying several methods I hit upon the process detailed here. A lot of details will be glossed over, and you will probably have to learn Graph Theory as you go if you don't already. But even if you don't just looking at a picture for each step will probably give you a good idea of what's going on.
My final game for OneGameAMonth is my January game Chartreuse Warden.
Chartreuse Warden is a maze game with some interesting wrinkles. The maze itself is built on a hexagonal grid instead of the more common square grid. Also, parts of the maze are initially blocked off with obstacles. To overcome these obstacles you must find magical animal shapes located elsewhere in the maze. Specific animal shapes can be used to overcome certain obstacles. The mechanic is very similar to the typical key/door mechanic found in many maze games, with animal shapes substituted in for keys.
Unfortunately, I wasn't very familar with PlayCanvas and so getting even the basic mechanics working took a while. Also, there isn't a standard GUI library so I ended up using HTML DOM elements as a GUI, layering then on top of the render area. While this lets me use all the power of HTML formatting and CSS styling, the DOM really isn't intended for this kind of thing and so it felt pretty clunky. I might get more milage of it next time.
So my november entry in OneGameAMonth is Grey Plains. It's basically a randomly-generated series of encounters. Each encounter is solved using a specific item, like many old adventure games. You go to encounter A, get item X, use X to solve encounter B and get item Y, etc.
The game was an experiment in generating a plausible-well, mostly plausible-series of encounters linked together in a logical way. Of course there are no flamespitting hamsters or vending machines out in the barren grey wastelands so it's not perfect. Given more time I would have liked to generate a larger pool of encounters to draw from as well as fleshing out each encounter a little more.