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The random level generation/map instancing problem


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Posted

Has anyone here worked on randomly generated levels for FPS games and have suggestions on best practices and design choices to give, material to link?

Was having a brainstorming chat this morning about this.

There are different options I can see straight away on how to tackle the instancing, in particular classic maps with randomly positioned items and AIs, or a step further create map-blocks to be assembled to create the current stage a player would play.

  • 1 month later...
Posted

The topic didn't get much traction :( but I think this is quite fascinating/interesting choice in development.

Anyway, just read about XCOM2 and thought it's an interesting read although non-technical

http://uk.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first

it's actually the way I would have approached the map making with the premises I talked about at the beginning; my friend tho has decided to try a classic static geometry for maps, with random placement of AI, items, objectives

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