Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

My Proc Gen project and some thoughts on Proc Gen

A topic by max levine stuff created Nov 10, 2016 Views: 299
Viewing posts 1 to 1
Submitted (3 edits)

I love procedural generation so much. Thanks for the great talk, guys. I used to be a huge freak for it and thought the only games worth making or playing were ones that had infinite replay value. Of the 20 games or so I've ever made, all of them are infinite runner type games that get harder as you play them, infinitely. Unfortunately right when this contest came out, I had shifted to appreciating one-time-play, carefully designed story driven experiences. But no matter, I had to show my love for the genre by crafting another proc gen project:

https://itch.io/jam/procjam/rate/85876

I added a random level generator to my level editor for my game, Inertia (one of the only games I've made that isn't procedural to begin with). Just press G in the editor (but be sure not to overwrite something you were making). The generator spits out a level that is usually broken and unbeatable ('cause I suck) but nonetheless still interesting. That's why I shipped it, despite its bugs. It can help with writer's block, when you're looking at a blank level, to press G and start something to base your level on. I used this technique to create level 7.

The reason I didn't make it work better (because the deadline is still 2 days away) is that a) I don't want to look at that pile of spaghetti anymore, b) it seemed like it would be a lot of work for a game whose concept I'm kind of sick of, and c) I'm simultaneously doing Nanowrimo.

Check out my other projects too. I use procedural generation - or at least randomness - in basically all of my projects.