Cheers to Gundown for reaching 400 downloads!
Cheers to Magma Duel for reaching 700 downloads!
Cheers to Admiral Overalls for reaching 700 downloads!
Cheers to Membrane Massacre for reaching 4700 downloads!
Cheers for shameless plugging! [smile]
Okay, okay. Mainly I just noticed that my last four games all just passed a 100 mark, so I felt the need to write about it. Far less dry than me writing more on BaseCamp -- people want the beef!
Procedural versus Hand-Made Content
In one of the local threads on the forum I stumbled across this neat article on procedural and hand-made content -- looking in particular at Oblivion.
The focus of the article is partly in showing that a full spectrum exists between pure-procedural and pure-hand-made content, and partly about how Oblivion manages to pull off most of this spectrum. It's interesting how effortlessly the NPCs of most MMORPGs fall into which categories, and also how Roguelikes tend to fit into the mix.
Naturally my interest in the topic was on how procedural content and hand-made content relates to Roguelikes (hint hint!). Roguelikes tend to rely primarily on procedural content: level generation, monsters, items, and some even generate quests. However, too much procedural content makes the game repetitive and eventually boring. A healthy mix of procedural and hand-made material is needed for the optimal experience, which I hope gives a hint in the direction that I'm taking our next project in. [smile]
What are your thoughts on procedurally generated content?