Re:Steambirds: How handcrafted levels prevent game design it...
by thristian on Saturday December 04, 2010 @01:50AM
(#1968741)
I'm sure you already know about this, but people interested in randomly-generated platformer levels may well be interested in Spelunky:
Re:Steambirds: How handcrafted levels prevent game design it...
by TheEzEzz on Saturday December 04, 2010 @03:58AM
(#1968892)
Awesome. Great to see some more procedural stuff out there! And they made it on to XBLA, that gives me a lot of hope =D
Re:Steambirds: How handcrafted levels prevent game design it...
by wtracy on Saturday December 04, 2010 @01:36AM
(#1968717)
Your stuff looks really cool.
I was already kicking around the idea of using genetic algorithms for play-balancing strategy games (scoring the difficulty based on how many generations it takes to find a winning strategy).
It looks to me like you've taken the concept to a whole new level, though. Good job!
Re:Steambirds: How handcrafted levels prevent game design it...
by TheEzEzz on Saturday December 04, 2010 @06:05PM
(#1970413)
Thanks!
I'd love to play around with some genetic algorithms in a game design setting. It sounds like people have been having some success using it in StarCraft, and I think I could definitely find some use for it in my level generator. I might just have to explore that route for the sequel!
Re:Steambirds: How handcrafted levels prevent game design it...
by sparky on Friday December 03, 2010 @10:25PM
(#1968375)
Great demo. I couldn't figure out another way to reach you privately, so check your YouTube messages.
Re:Steambirds: How handcrafted levels prevent game design it...
by LordLandon on Friday December 03, 2010 @11:06PM
(#1968465)
Man, is that awesome.
Fix your blag so that I can read it.
For some genres interesting levels are a must though. My own current project is looking at how to generate platformer levels that are both interesting and possible to beat. I've got a pretty powerful algorithm up and running, with a pre-trailer up at http://www.pwnee.com