And you wouldn’t even know you were in a randomly generated dungeon until a second playthrough if maybe, maybe you remembered going down a hallway differently last time. This does not create an infinite supply of dungeons, it’s a constant rearrangement of just the one dungeon, an incredibly monotone dungeon with no intelligent direction whatsoever. ![]() Random levels in this case is taking a collection of pre-built rooms and randomly arranging how they’re all slotted together. It’s not the same thing as procedural generation, which is the thing that Spore‘s character animation ran on. Why, it could present a theoretically limitless amount of levels to play through! Well, yes, but unless you’ve figured out how to randomly generate textures, furniture and architecture styles then it’s all going to get a bit samey. I think it’s one of those things that always sounds much better in theory (and perhaps more to the point in press releases) than in execution. Specifically, randomly-generated levels, in such things as dungeon crawlers.
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