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5 items tagged with procedural generation

Procedurally Assisted Generation

http://david.fancyfishgames.com/2016/08/procedurally-assisted-generation.html

procedural generation generative space

Procedural generation is great at adding variation on content, but not creating new content (other than AI). Hand-crafted levels add content - bosses, enemies, and core progression. Create an intelligent design by using PCG to generate layouts and fill spaces; this reduces development time while maintaining that hand-crafted feel.

Perlin Noise, Procedural Content Generation, and Interesting Space

https://heredragonsabound.blogspot.com/2019/02/perlin-noise-procedural-content.html

procedural generation generative space roguelike

Random generation can generate many spaces, but few are interesting spaces. You can make your generation hit more interesting spaces by leveraging deep domain knowledge about your game world to make interesting content. Interesting spaces are oddly-shaped and probably use various different algorithms.

Tutorial: Generative & Possibility Space

https://www.possibilityspace.org/tutorial-generative-possibility-space/

generative space procedural generation platformer

An introduction to possibility and generative spaces, and a look at generating Mario levels: some algorithms generate in larger, more varied but also unplayable spaces, while others generate smaller, more interesting, but more predictable spaces.

Roguelike Level Design Addendum: Static or Procedural?

https://www.gridsagegames.com/blog/2019/03/roguelike-level-design-addendum-static-procedural/

roguelike procedural generation level design

A brief discussion about the pros of static vs. procedural maps in roguelikes. Both have pros and cons, there's a spectrum in the middle, and roguelikes can benefit from a mix of different types.

Getting Started in Automated Game Design

https://www.youtube.com/watch?v=dZv-vRrnHDA

procedural generation automated game design generative space

A detailed introduction to automated game design: writing code that designs game mechanics for you. Start with three landmark games, look at the search space size, and use automated game-playing to tell how strategic or fun the game is.