Members - Reputation: 106
Posted 03 July 2012 - 11:24 AM
I'm working on a sidescroller game in which you traverse an infinite, procedural generated map. I find the design hard to make, but it still seems simpler to do opposed to making one in a top-down perspective. Anyways, I need help outlining what specific things I need for the design. Much help is appreciated, thanks!
Members - Reputation: 612
Posted 03 July 2012 - 12:48 PM
It's a bit difficult to answer about your question about what things are needed for a design. Could you make the question less generic? At the moment it seems that you want to know something about design of a sidescrolling game. Unfortunately very long stories can be written about different aspects of different sidescrollers where infinite maps are generated with infinite amount of different methods. What specifically would you like to know about design with regard to your game? What are the problems you are facing?
Crossbones+ - Reputation: 3129
Posted 03 July 2012 - 01:23 PM
Many games will circumvent the whole issue by allowing the player to alter the world, via digging and whatnot, which certainly does reduce the complexity of the problem but also forces the game into a certain "Minecrafty" style of play that may not be suitable for some gameplay tropes.
Members - Reputation: 980
Posted 03 July 2012 - 02:22 PM
Crossbones+ - Reputation: 2318
Posted 03 July 2012 - 04:38 PM
Not sure if it exactly what you are looking for, but Gamasutra had an article on procedural platformer levels: http://www.gamasutra...procedural_.php
You beat me to it. Yes, checking for completability and challenge is the real trick. Generating something is relatively easy. You could shortcut it by making some assumptions about what a good level should involve, but that will make the levels feel more samey. After a certain time they will of course feel samey.