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Replayability multiplayer mechanics generation. Symposium: What's next for procedural content? November 10–11, 2014 Center for Computer Games Research IT University of Copenhagen "P145 - Phase Pattern" [click](Manfred Mohr, 1973; Golan Levin, 2012) We invite you to a two-day symposium discussing future directions for procedural content generation in games.

Symposium: What's next for procedural content?

The first day will consist of a set of public talks from researchers and practitioners; the second will be a smaller focused discussion to develop R&D directions targeted at a horizon of 5–10 years. Background and topics. Replayability, Part 2: Game Mechanics. Last month I looked at the way narrative affects game replayability.

Replayability, Part 2: Game Mechanics

This time I'll be looking at how replayability is affected by the game mechanics themselves. Obviously, the single most important contributor to a game's replayability is its playability in the first place. Minecraft - Procedural Content Generation Wiki. Limit Theory: An Infinite, Procedural Space Game by Josh Parnell. 11 :: The Final Stretch and the Super-Secret Tech Demo 10 :: Carriers and the Meaning of Limit Theory 9 :: "It's Too Big to Be a Space Station...

Limit Theory: An Infinite, Procedural Space Game by Josh Parnell

" 8 :: Next Stretch Goal and the NPC Contact System 7 :: Tactical Interface Tech Demo. Thread > "Procedural generation + multiplayer" by andrewclunn. No Man's Sky is a video game quite unlike any other.

Thread > "Procedural generation + multiplayer" by andrewclunn

Developed for Sony's PlayStation 4 by an improbably small team (the original four-person crew has grown only to 10 in recent months) at Hello Games, an independent studio in the south of England, it's a game that presents a traversable universe in which every rock, flower, tree, creature, and planet has been "procedurally generated" to create a vast and diverse play area. "We are attempting to do things that haven't been done before," says Murray. Why It's Best To Be Cautious Around Procedurally Generated Indie Games. Esterday, small indie studio Hello Games unveiled No Man’s Sky, which is a multiplayer sci-fi exploration game, and the biggest boast to come out of it is that an entire universe is supplied for you to explore from a first-person perspective.

Why It's Best To Be Cautious Around Procedurally Generated Indie Games

If you see a distant star, you can kick in the FTL drive on your spaceship and be there in no time. You can then fly down to one of the planets and be the first ever non-native creature to set foot upon it. It all sounds and looks very impressive. Jeux Procedural Generation sur Steam. Optimization-based versus "constructive" PCG - Google Groups. Procedural Level Generation in Games using a Cellular Automaton: Part 1. Learn how to add a procedural cave system into your game!

Procedural Level Generation in Games using a Cellular Automaton: Part 1

In this tutorial series, you’ll use a discreet model called cellular automaton to generate procedural caves for your games. You’ll also learn how to overcome some of the obstacles this model imposes on level generation, like removing unreachable areas of the level and ensuring the exit can always be reached by the player. If you have read the previous tutorial on procedural level generation on this site, you already know the basics of procedural level generation using the Drunkard Walk algorithm.

The Drunkard Walk is a reliable, battle-tested algorithm that generates levels, but it’s just one of many options out there. Procedural Level Generation for a 2D Platformer. Jack Benoit is my latest mobile game, a not-so-original 2D platformer for Android.

Procedural Level Generation for a 2D Platformer

My goal was to make a fast, responsive game for mobiles, with the best possible controls, and to have complete procedural generation for the levels. By complete, i mean not based on manually crafted level pieces, assembled randomly, but truly randomized to the tile granularity, something that is often advised against. But hey, it was fun to try and the results are not that bad. I’ll describe the whole process in the post. Here’s what it looks like. Description of the game You control a character able to jump and climb ladders, and your goal is to simply reach the exit of a level, which are made of various sets of platforms, ladders, and hazard zones (spikes).

The parrallax background,The platforms,The ladders,The sprites (collectable items, decorations, etc). All of the layers are constructed procedurally. Step 1. The first step is to create this random path of rooms. Step 2. That part proved to be tricky. Algorithms for Procedural Content Generation - Procedural Content Generation Wiki.

Tanya X Short's Blog - Level Design in Procedural Generation. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Tanya X Short's Blog - Level Design in Procedural Generation

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Tanya X. Short is the creative director of Kitfox Games. A version of this article was originally published on the Kitfox Games blog. Any and all relationship between this article and their new game, Moon Hunters, is pure speculation. Introduction I'm a level designer by trade and training. One of the dangers of procedural generation is that you end up with a smooth blend of samey content that's essentially predictable in flavor and tone. I'll talk a bit about our data structure, I'll show a little bit about how we use Unity to create designer "tools", and demonstrate how the complexity grew quite naturally over time from a simple premise. If you're interested in the actual code, let us know and we'll see what we can do!

So without further ado... let's start at the beginning. The Goal Exceptions. [TerrainEngine] Marching Cubes : Infinite / Procedural Smooth Terrain. Génération aléatoire de niveau de jeu.