• Eagle Island is a falconry-based, procedural platformer
    5 replies, posted
[url]http://www.pcgamer.com/eagle-island-is-a-falconry-based-procedural-platformer[/url]
You lost me at procedural.
Procedural really needs to stop being a go-to-gimmick tbh
making good handmade levels are far easier than making good procedural levels
[QUOTE=Ninja Gnome;52173468]making good handmade levels are far easier than making good procedural levels[/QUOTE] not only that but when you just randomly generate levels it has a true lack of any real feeling of it being an actual location. It just doesn't seem natural or consistent at all. it works for shit similar to minecraft and terrarria where locations don't matter. But in virtually any other game, it's terrible [editline]1st May 2017[/editline] Like the whole idea is that "oh every playthrough is different" but what is the actual [B]value [/B]of that to a player? Even on a 2nd run-through what does this even do? It's all the same levels just ordered differently. There's no point in it lmao.
I like procedural generation quite a bit but only when it's done in a decent way. There are many games that just have really poor random generation. That said, handcrafted levels and procedural generation have both their strengths and weaknesses. I think a mix between both is always the best.
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