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>procedurally generated levels

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Thread replies: 12
Thread images: 3

File: 1 - Neal bored.jpg (109KB, 1600x900px) Image search: [iqdb] [SauceNao] [Google]
1 - Neal bored.jpg
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>procedurally generated levels
>>
>>313164098
bump
>>
>procedurally generated
>retro pixel art
>roguelike
>top down view maybe
>>
File: 1432829779590.png (170KB, 375x374px) Image search: [iqdb] [SauceNao] [Google]
1432829779590.png
170KB, 375x374px
>>313164098
>procedurally generated levels are automatically bad
>>
>>313165838
technically everything is procedurally generated
>>
>>313165838
>level design takes skill and effort
>let's just make and algorithm that creates levels

Sure it works for some games but like every third game has procedurally generated levels these days.
>>
>>313166121
Yes because making an algorithm that makes levels is easy as pressing a button, and of course every algorithm is the same so the quality of two generated levels from two different games will be the exact same.
>>
File: 1330514058030.jpg (2KB, 138x162px) Image search: [iqdb] [SauceNao] [Google]
1330514058030.jpg
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>>313166121
>creating an algorithm that creates levels doesn't require skill and effort
The problem is that AAA devs with time and man-power are never directed to create a program that will design levels while emulating modern level design techniques.
>>
>>313166508
Easier than making good levels. Why do you think so many indie devs do this shit?
>>
>>313166618
Exactly.
>>
>>313166618
Gee, I wonder why Nintendo still make hand-made levels for Mario platformers.
>>
>>313167504
Because it takes more skill and effort to design an algorithm that emulates human behavior.
Thread posts: 12
Thread images: 3


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