Procedural Generation in Game Design
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Kindle Notes & Highlights
Read between October 13, 2017 - January 1, 2018
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This is particularly notable in story-based games, where you wish the player to encounter various parts of the game in a linear way. These types of games benefit less from PCG, and may be made worse if the generated content doesn’t fit neatly to the authored experience the developer has in mind. This can be made to work, though. In particular, a thorough and well-crafted procedural game can take into account the player’s actions and integrate their impact into the content produced. This sort of integration can create a far more effective feeling of an authored experience than a traditional ...more
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What do we see when we stare into the abyss of Twitterbots and novel generators? And what do these twisted shadows and shapes have to tell us about ourselves? Combine this with a system that changes based on the player’s input and you can develop some thought-provoking content generation. What would a game based on the player’s Twitter account and followers look like?
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When constructing an environment out of tiles, try using nonstandard shapes instead of squares. Herringbone Wang tiles are a great example that aren’t too hard to implement; you can find more information at http://nothings.org/gamedev/herringbone/index.html
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In the real world, branching trees are rare. In most cities, buildings, and parks, you can go around in circles. Cycles are also very dominant in handcrafted levels.