• Strafe rekindles our love of old school FPS movement
    8 replies, posted
[url]http://www.pcgamer.com/strafe-rekindles-our-love-of-old-school-fps-movement[/url]
and rekindles our hatred for randomly generated level design
[QUOTE=Dr. Evilcop;50996266]and rekindles our hatred for randomly generated level design[/QUOTE] to me it's not like i hate randomly generated levels as an idea it's just that i see a lot of games fuck it up and it ends up ruining their entire game for people who keep playing it and start noticing the generations repeat itself. for games that generate levels on a room-by-room basis (pretty much the easy way out), some good games that do it relatively well are [URL="http://steamcommunity.com/app/234390/"]teleglitch[/URL], and [URL="http://store.steampowered.com/app/250900/"]binding of isaac[/URL] i've yet to see a game generate the rooms themselves based on some complex algorithm that aren't games like cube world or minecraft who do it with voxels. if a game like this could pull that off flawlessly that could potentially be an opinion changer for procedural generated map design [sp]sucks that the generation on this game will likely be what most people expect[/sp]
[QUOTE=Ehmmett;50996273]oh hell yeah that is a graphics aesthetic i can get behind [editline]3rd September 2016[/editline] apart from all the repeating textures over every wall that could've been done better[/QUOTE] I really liked the way it looks too, reminds me strongly of HL1, and HL1 is very nostalgiac for me
[QUOTE=Octopod;50996939]to me it's not like i hate randomly generated levels as an idea it's just that i see a lot of games fuck it up and it ends up ruining their entire game for people who keep playing it and start noticing the generations repeat itself. for games that generate levels on a room-by-room basis (pretty much the easy way out), some good games that do it relatively well are [URL="http://steamcommunity.com/app/234390/"]teleglitch[/URL], and [URL="http://store.steampowered.com/app/250900/"]binding of isaac[/URL] i've yet to see a game generate the rooms themselves based on some complex algorithm that aren't games like cube world or minecraft who do it with voxels. if a game like this could pull that off flawlessly that could potentially be an opinion changer for procedural generated map design [sp]sucks that the generation on this game will likely be what most people expect[/sp][/QUOTE] Spelunky is the game that shows how procedural generation and hand crafted layouts can produce fantastic levels.
[QUOTE=CakeMaster7;51003925]Spelunky is the game that shows how procedural generation and hand crafted layouts can produce fantastic levels.[/QUOTE] Spelunky is the game that shows how repetitive procedural generation can get once you memorize the patterns.
[QUOTE=gk99;51004997]Spelunky is the game that shows how repetitive procedural generation can get once you memorize the patterns.[/QUOTE] I would say that actually works to its advantage though. Memorizing those patterns is part of how you learn and progress through the game.
[QUOTE=Meller Yeller;51006697]I would say that actually works to its advantage though. Memorizing those patterns is part of how you learn and progress through the game.[/QUOTE] So then why not have handcrafted, unique levels that you memorize to learn and progress through the game instead? If you're memorizing shit anyway, it might as well be actually unique instead of homogenized sections of the same stuff over and over. [editline]a[/editline] I mean that's the appeal of shit like Dark Souls bosses. Each one has their own pattern and attacks, and you memorize it to kill them so you can progress the game.
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