Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Randomly Generated Environments
Bridge Offline
Posting Freak

Posts: 1,971
Threads: 25
Joined: May 2012
Reputation: 128
#7
RE: Randomly Generated Environments

(08-17-2012, 12:23 AM)andyrockin123 Wrote: Um...I don't think there's anyway to truly randomly generate items in Amnesia, let alone entire zones/maps; the very best you could do is have a few pre-made maps (created like the elevator_wall, look it up) and set inactive, then create a random number, then use that number to set one of them active. As the player progresses, these areas are randomly made, but managed through if/else statements +variables to prevent illogical level progression (i.e. dungeon to mansion set).

That's the closest you could get, but true randomization/generation isn't really possible. Cool idea though.
It's not only the best you can do, it's the only thing you can do. There is no such thing as "random" when it comes to computers and "randomly generated levels" in any game are just an array of levels/level sections that are cycled through according to a pre-determined algorithm (usually for dice-rolling and stuff like that very complicated dynamic algorithms). If you wanted to create so many levels that each experience felt unique you would just waste a bunch of time on something that would really not be enjoyable anyway. Even with conditionals the pacing and progression will never feel genuine.
08-17-2012, 12:42 AM
Find


Messages In This Thread
Randomly Generated Environments - by Zaffre - 08-16-2012, 10:44 PM
RE: Randomly Generated Environments - by Zaffre - 08-16-2012, 10:48 PM
RE: Randomly Generated Environments - by Adny - 08-17-2012, 12:23 AM
RE: Randomly Generated Environments - by Bridge - 08-17-2012, 12:42 AM
RE: Randomly Generated Environments - by Ghieri - 08-17-2012, 12:47 AM
RE: Randomly Generated Environments - by Robby - 08-20-2012, 02:08 PM



Users browsing this thread: 1 Guest(s)