Since it's pretty much certain that the next competition will be about Procedurally Generated Content, I thought I'd make a thread to discuss the technical aspects of such. I noticed several people said they wanted to see the competition go ahead, but couldn't participate themselves because they weren't good enough. I probably have much less experience than those people, but I still want to try

So I'll start off by asking a question of my own, and if anyone else has questions they can post those too.
I figure the best way to do procedural content would be to have the player type in a name and then use that as the seed. That way they can play the same level over and over without having to remember a string of numbers. I thought up a method of doing this but I haven't tested it. Will it work, at least in theory?
1. Extract each character individually from the seed word.
2. Convert each character into its ASCI code. (At least in Game Maker, this seems to be the easiest way to convert letters into numbers).
3. Multiply all the ASCI codes together to make one big number.
4. Work out how many variables you need to generate the level/character/AI/whatever else you're generating procedurally. Each variable is based on digits of the number, so it should either range from 0-9, 00-99, and so on. If you want it to be a simple on/off switch, then you can make 0-4 = ON and 5-9 = OFF.
The game I have planned is quite simple and should only require 22 variables, but I might put that up to 30, so that if I need more later on, I don't have to make major changes to the code.
5. Check to see if your seed number has enough digits - in this case, 30.
6. If not, square the seed number and check again. Keep checking until you have 30 or more digits.
7. Once you have enough digits, break the number up again, into single digits or double digits depending on how precise your variables are.
8. Use the variables you've generated in the
procedures to
generate the
content.
Like I said, I don't have much experience, so I need advice on whether this will work or not.