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How It Spawns

Noita is built from pieces. So why can't you see the grid?

Premieres Sat, Nov 7. Follow to see it first.

Story

Noita's world (Nolla Games; Early Access in 2019, 1.0 in 2020) is built from pre-made pieces, like Spelunky's levels. At GDC 2019 Petri Purho, one of its three makers, compared the two: Spelunky lays square rooms four by four, joined by rules. Lay square pieces on a grid and their sides line up end to end, so a straight seam runs right across the world, and drawing new pieces doesn't move it. Sean Barrett, whose Herringbone Wang Tiles Noita uses, wrote down why in 2011: in his maps the edges were mostly closed, and on a grid they sit in one straight line.

The fix is a herringbone floor. Every piece is a brick two squares long, half of them standing on end, laid in a zigzag. Each seam runs into the side of a brick and stops, so none goes through the whole world; in our own version the longest straight seam is three squares. In Purho's words in 80.lv (2019): "The Herringbone pattern disguises the edge of the pieces better than the usual square pieces in which you can easily see the "seam"."

The rooms, bricks, sizes and door rule (a wide or narrow door in the middle of each side) in this film are our own simplified version, built in code; Purho says only that there are "certain rules" for how the pieces connect.

Which game should we cut open next?

Sources: Petri Purho, "Exploring the Tech and Design of Noita", GDC 2019. Petri Purho interviewed by Daria Loginova, "Noita: a Game Based on Falling Sand Simulation", 80.lv, 5 April 2019. Sean Barrett, "Herringbone Tiles" (2011) and "More on Herringbone Wang Tiles" (2014), nothings.org.

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