Comments on: Are randomly generated maps the best bet? I have never really understood why random level generators can't be more thoroughly tested. Escapability is procedurally definable, after all - how hard can it be to create a test harness? I have never really understood why random level generators can’t be more thoroughly tested. Escapability is procedurally definable, after all – how hard can it be to create a test harness?

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By: Johan Wendin/2011/06/03/randomly-generated-levels-3/#comment-5367 Johan Wendin Wed, 08 Jun 2011 12:40:51 +0000 It should be noted that Diablo 2 is not completely randomly generated. The levels are hand crafted in a number of formations and then randomly chosen. (For example the Act 1 town has only 4 variations, each one with the gate on each wall of the encampment.) It should be noted that Diablo 2 is not completely randomly generated. The levels are hand crafted in a number of formations and then randomly chosen. (For example the Act 1 town has only 4 variations, each one with the gate on each wall of the encampment.)

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By: Peter Stock/2011/06/03/randomly-generated-levels-3/#comment-5124 Peter Stock Fri, 03 Jun 2011 17:27:12 +0000 This kind of situation is very variable, I guess. Look into Left 4 Dead (where the items are ramdonly generated in the scenario, it's variable and it's not all time the same items) and...Canabalt (where all the buildings are randomly generated). I think this can be a examples more newly than Diablo II. =) I like the idea of randomly generate, for any kind of resource at least that make sense with the context of the game. Good post. =) This kind of situation is very variable, I guess.
Look into Left 4 Dead (where the items are ramdonly generated in the scenario, it’s variable and it’s not all time the same items) and…Canabalt (where all the buildings are randomly generated). I think this can be a examples more newly than Diablo II. =)
I like the idea of randomly generate, for any kind of resource at least that make sense with the context of the game.
Good post. =)

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By: Friedrich Hanisch/2011/06/03/randomly-generated-levels-3/#comment-5117 Friedrich Hanisch Fri, 03 Jun 2011 09:15:04 +0000

It *can* happen that the exit isn’t reachable because it is blocked by walls or stuff. For this case we found an elegant solution (not perfect, but still): with certain magic scrolls it is possible for the player to rotate a card – so the exit is in reach again. :-)

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