Here is an article on procedurally-generated content check it out if your interested http://indiegames.com/2012/11/5_tips_for_using_procedurally-.html anyone else got articles on game development or there own tips that would be interesting to read post them here.
Very nice article. I’ve always been a huge fan of procedural content. If done well, it can keep a game feeling new forever.
Funny to think that it was originally designed out of necessity (not enough space on disks to save huge levels).
Got to new articles that I found on /. for people to check out
Another one on Procedural Generation
http://www.altdevblogaday.com/2012/04/27/the-difficulties-of-an-infinite-video-game-world/
Also one by the same guy interesting some stuff is exaggerated but the rest is ok
http://www.altdevblogaday.com/2012/11/21/what-they-dont-tell-you-about-being-a-game-developer/
Same here. While it can be a little tricky getting a good play balance with huge areas like levels, but if you have enough checks it can be done nicely. I use a lot of procedural content for “non important” aspects of the game, like level appearance, ambient effects and animation. All those little bits of “randomness” do really make it feel alive and new.
Procedual content is by far the way of the future.
Nobody really wants to play the same old level over and over. No they want a game that changes everytime.
That’s not true. I like games with levels and a story. A story would be hard to implement if the levels weren’t hand-crafted. Imagine Portal with procedural levels. The story wouldn’t work and the game would lose one of the elements that makes it so great. This is the same with many games, like Assassin’s Creed, any Half Life game (including both Portals), and really any game with a campaign. The only time I can think of where procedurally generated levels would be good is in a game with no real linear story.
However so, by having a set story there is little chance a person will find some sort of replay value.
Err what?
Oh I just read what I wrote… Crap
What I ment is, variety and procedual content to me provides more replayability then many other games with set levels
WOW… a rationale and reasonable response. You are aware you’re on the internet right?
![]()
Haha I try… And I’m in no mood to push my crappy argument that I didn’t even mean
![]()
I wouldn’t say it is the way of the future, partially because it has long been a technique, and partially because big games have been trending to the more interactive story concept. But it is a always a great tool to use depending on the game type you are building. I remember Spore did some great stuff with procedural content (even music).
I am struggling right now my current personal project in that respect. At the core it is a progressive action/puzzler. The animation and effects are procedural in nature and are pretty sweet, but the AI and gameplay have an increasing difficulty, but still need to have the ability for the player to master them. Kinda of like Angry Birds (though my game is nothing like that one). AB levels can’t really be procedural as it would lose the point if you tried to go back and get a better score and the structure was different. Mine is like that but with AI enemies. The player needs to be able to expect certain behaviors, but if the are too much the same, they the game is boring. (left, left, right, fire, thrust, dodge, fire… win!) So really tweaking the dials a lot to try to get that (hopefully) balance.