>Randomly generated content
>procedurally generated content
>content
>weapons do random damage
>attacks can randomly miss
>quality kahhhntent
>>376499250
Darkness is best girl
>>376499378
Darkness a slutty pervert
Megumin a pureexplodingwaifu
>User created content
>physical based level design solver
>>376499467
>>376499378
can we just agree that aqua is trash at least?
>>376499593
>all parts are still animal
Not procedural enough, shitter.
>>376499593
Good idea:
Procedural generated dungeons
Bad idea:
Procedural generated enemies
Good idea:
Procedural generated items
Bad idea:
Procedural generated quests
These species are purely coincidental, sir.
>>376499857
>Procedural generated enemies
Sounds absolutely rad as fuck.
>>376499974
Yeah but it's not. It's always shit. You end up with garbage like in No Mans Sky where every enemy is samey.
What is an actually good idea is having hand-designed enemies that have procedurally generated power ups, like in Diablo 2 with the special mobs.
>>376500075
> procedurally generated power ups
BUTCHER GRANTED +140" COCK LENGTH.
fresh meat!
>>376500075
>It's always shit.
Yeah, it's always shit in all those hundreds of games which tried it...
>>376499953
thank you
>>376499857
I prefer procedurally generated enemy spawns
>Rogue Like plus procedurally generated content in same game
>procedurally generated shmup
>>376500229
If it doesn't have procedurally generated content I wouldn't even consider it a roguelike in the first place
>>376499974
Well, there's RanDOOM if you're into that.
>>376500461
I am, but all the links show it's bad or dead. There are monster/weapon randomizers for Doom that I know of, but they mostly just have a ton of monsters and weapons and then mix them when you play a wad with levels.
Gollop's Kickstarter, Phoenix Point, promises enemies that "evolve" as you play - the ones you had no problems with get shafted, the ones that were successful upgraded. I wonder how gameable that is.
>>376500739
Chaos Reborn pretty much confirmed to me that Gollop is a complete hack these days.
>>376499974
I think OptiFine has an option to make the skins of mobs randomly generate. It's pretty mediocre, though.
>>376500739
This just confirms what I said before. Randomly generated enemies is a bad idea. It's deeply flawed
>>376499857
>Good idea:
>Procedural generated dungeons
Sure, if you like then shallow.
>>376501130
>>376500739
>the ones you had no problems with get shafted, the ones that were successful upgraded.
Wouldn't it make more sense to do it the other way around? Especially since if you do great all around the game will just stay easy.
>Soulslike
>Procedurally soulslike game
Would that work?
>>376501373
Sure, DS already has procedurally generated lore.
ITT: So Randumb - The Game XD
>>376499658
I like Aqua
>>376500987
Nobody really tried anything like that, as far as I know.
>>376501292
I think it has more to do not with particular enemies, but parts of them? So, if you are really good at defending from a certain kind of ranged weapon, but falter vs. melee ones more of the enemies will get claws and they'll get even better claws.
>>376500075
>Yeah but it's not. It's always shit. You end up with garbage like in No Mans Sky where every enemy is samey.
ToME has got cool randomly generated enemies. They have incredibly wide distribution of "power" and depending on which skills they roll, they can be anything from instarape from outside vision to nothing.
The problem with randomly generated enemies is that you have to autism them up to avoid dying to the strong ones.
>>376501415
Zing
Also Bloodborne has randomly generated dungeons in the same vein as Phantasy Star Online. About a hundred different rooms stuck together in random variations, with switches, traps and one-way doors.
Ironically I played through all the 'fixed' dungeons that contribute towards progression (and some extra post-game bosses) and was so burnt out with the repetition of those that I never bothered seriously generating 'random' dungeons.