4 ms·
Douglas Crockford, in Atari days, remarked on some procedurally generated content: "Never once the same. Never twice very much different." The Diablo 2 / 3 fr
by kabdib 10y ago
Douglas Crockford, in Atari days, remarked on some procedurally generated content:
"Never once the same. Never twice very much different."
The Diablo 2 / 3 franchises do procedural dungeon generation, as does Spelunky. They have written rather thoughtful articles on some of their techniques.
http://tinysubversions.com/spelunkyGen/ http://tinysubversions.com/spelunkyGen/
(Hmmm, can't find anything concrete about Diablo. I'll keep looking).
- wodenokoto 10y agoWhy do you write "Diable 2/3"? Diablo 1 was also procedurally created levels, based around a set of constraints that allowed the story to unfold.
- kabdib 10y agoYou're right, D1 was procedural as well.
- mcv 10y agoRoguelikes too, but there it seems to work fine. The corridors by themselves aren't that interesting, but combined with the chance of encountering monsters that can be weak or life-threatening, and loot that can be either junk or something truly spectacular that you don't find every game, that's what makes it interesting. The unique environment combines with the chance of something truly memorable. But if there are Holy Avengers all over the place, they become less interesting. So I suppose NMS would work better if most planets have either no life, only sea life, or only really tiny life. That makes the occasional encounter with large animals a lot more memorable.