blackdog Posted April 6, 2015 Report Posted April 6, 2015 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. Quote
ShockaPop Posted April 7, 2015 Report Posted April 7, 2015 (edited) There's some (probably related) stuff here: Also, maybe ask Pericolos0 about his FPS game (which is random-generated): Edited April 7, 2015 by SotaPoika blackdog 1 Quote
TheGuma Posted April 8, 2015 Report Posted April 8, 2015 Here's an old 1.6 tutorial I found... http://www.countermap2.com/Tutorials/tutorialf62c.html?id=36 It's not exactly procedural generation, but see if you can find it useful. Quote
blackdog Posted June 5, 2015 Author Report Posted June 5, 2015 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-technicalhttp://uk.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-firstit'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 Quote
blackdog Posted June 5, 2015 Author Report Posted June 5, 2015 Will have a look at that @Pampers, thanks! Quote
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