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TIGSource ForumsDeveloperCreativeDesignRandom mini-game generation
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Author Topic: Random mini-game generation  (Read 495 times)
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« on: March 06, 2013, 07:29:07 am »

Hey, my idea is to create a game similar to http://totallytinyarcade.com/. To make it short the goal is to complete as much mini games as possible in a given time frame. Some games , aside from the win condition, might give you time bonus (e.g. +10 sec). The twist, here, is that the mini games are randomly generated! To do so I'm planning to randomly pick a set of goals, mechanics and rules to randomly generate a game.

My first question is, do anybody know some examples/essays/literature on the subject of random generation of rules/mechanics/goals to create a game? Using google I mostly ended up on random game idea generator which is not what I want... I currently have no idea how feasible this is.

Now about what I'm thinking right now:
I do not want the scope to be too wide and I the project will be done in one month (#1gam). So I decided to always use a top down 2D view with a character that can move using arrow keys and (sometime) shoot. So basically no gravity which means no jump, no platormer-like games. Is it too restrictive?

Using this top-down 2D gamespace here are the stuffs I brainstormed.

-kill X enemies
-collect X items

Moving mechanics:
-can move in 4 direction
-can move left/right
-can move up/down
-always move, can change direction using arrow key

Shooting mechanics:
-shoot in the direction the entity is facing
-always shoot in a given direction
-shoot in all 4 direction
-shoot a projectile
-shoot a beam
-shoot a bouncing laser
-drop a bomb
-can "eat" others

note: shooting mechanics can be applied to player and enemies

Enemy behaviors:
-seek the player
-avoid the player
-always move in a given direction
-move left/right
-move randomly

-is blocked by world border / can wrap
-immune to projectiles

The presentation will be mostly abstract with basic shapes and colors.

Any other ideas?

Any feedback is welcome, of course Smiley

Currently working on Whack-A-Dungeon (IndieDB / twitter)
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« Reply #1 on: March 09, 2013, 07:14:55 am »

I'm experienced with generation problems.

Ok, your design isn't restrictive. It is okay. I recommend thinking about what you want to generate. Lack of clarity is the cancer of all gen projects. Here is a good example: build a level by hand, then decide 2 things you want to generate, say the enemy spawn patterns, and maybe the way colors change on the screen - such as bullets, explosions, enemy sprites etc.

You want to pick only 1 or 2 things to generate at a time. You can pick level layouts, momentum of the PC, whatever. Just pick 1 or 2. Then test it out, then ask if you want to generate something different or better.

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« Reply #2 on: March 09, 2013, 02:20:14 pm »

Look for "angelina" in the devlog
seek for "rom check failed"
Hunt for joris dormans thesis
take inspiration with togelius work
Roguebasin might help a little too

There is obscure academic thesis too, but right now I need to check further.

I'm starting this too, but I start with game idea generator and then swap after for actual game (but not too soon, the goal is usable quest generation first, story second, world third, everything later).

FucKonami Everything is a remix? the same ingredients don\\\\\\\'t give the same meal and the meal is not the ingredient. House and human are from atoms, is the house a remix of man? recipe not ingredients. Super low photogrammetry will be the tr-808 of photorealism
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