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Have SOMETHING change over the course of the game to add diversity. Some good ways to add diversity is to have randomization be parametric and basically vary the parameters - things like how big rooms are and how many rooms vs corridors there are is an example of this, but also how straight vs how erratic corridors are, or whether certain enemy types are favored over others. Make sure the randomness actually adds diversity to the game, if it always feels the same it might as well not use it.You can make things a lot less repetitive if you have multiple layers of randomization - for instance, randomly rotate or mirror vaults, add random props along the walls, have multiple versions of each vault prop (for instance spawn a random decoration instead of always a vase). Vaults are necessary but players easily spot when you reuse content (*cough* No Man's Sky *cough*).A lot of PGC stuff I've seen is bottom-up and tries to figure out what suits random chaos by analyzing regions, and that's usually wonky and pretty labor-intense. And of course, if you also keep track of what type of room a room is (banquet hall, bedroom, dungeon cell, armory, courtyard etc) you can fill it with stuff much more intelligently, or have it influence its surroundings in meaningful ways. It's generally useful to try to be as top-down as possible no matter how you generate stuff in the end for instance, you should store info whether a region is a ROOM or a CORRIDOR instead of just having a wall/not wall system - this makes it easier to know where it's OK to spawn stuff, and if you also have a list of where you put rooms and what sizes they are it's much faster to find a valid room cell if you need to spawn something in a room.
GAME MAKER STUDIO PROCEDURAL GENERATION CODE
KISS (and the Unix philosophy, for that matter) applies even more than usual for code that does stuff on its own, so try to rather have multiple generators that does ONE thing and are independent over having one superalgorithm.I've learned a bunch of stuff along the way, though: I've dabbled a lot in PGC myself, but I'm not exactly good at it yet.
![game maker studio procedural generation game maker studio procedural generation](https://marketplacecdn.yoyogames.com/images/assets/1207/screenshots/3229_original.png)
Here's a few more links that drew me down the rabbit hole (though none are GM specific):ĭungeon Building Algorithm (Frankly, the whole of Roguebasin is a great resource for dungeons and proc gen) Just wanted to have a discussion about some proc gen things that you guys have worked on and share ideas about the best way to go about it within the framework of Game Maker.
GAME MAKER STUDIO PROCEDURAL GENERATION GENERATOR
Of course, it doesn't replace everything, but a finely crafted generator can be a thing of beauty and can add so much replayability and novelty to a game. Creating dungeons and over-world maps, piecing together weapons/spells/enemies, random drops, making or adjusting game art within the code itself, creating lore or names/places/etc on the fly, there's so much to learn. I've been messing around with proc gen a lot recently and, while I've hit a large number of stumbling blocks on the way, I've become more and more fascinated by the way in which content can be created and tuned on the fly.
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I ran across this article today, which is an interesting breakdown of the processes that go into PCG: So You Want To Build A Generator.