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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsVery Basic Procedural Content Generation - Haxe
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Author Topic: Very Basic Procedural Content Generation - Haxe  (Read 2716 times)
CaptainKraft
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« on: September 11, 2013, 06:04:07 AM »

One of the problems I've found with learning PCG is that the absolute beginner information is hard to find. The PCG wiki and Roguelike sites offer a ton of amazing information, but it's a bit intimidating. Also, the thread here on TIG for PCG has some broken links and I couldn't find what I was looking for when I got started.

That's why I wrote a tutorial for how to get started with PCG with a super simple dungeon generator. Ask any questions you like, I'd love to answer them
« Last Edit: September 12, 2013, 05:51:31 PM by CaptainKraft » Logged

Excy
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« Reply #1 on: September 11, 2013, 06:18:08 AM »

One of the problems I've found with learning PCG is that the absolute beginner information is hard to find. The PCG wiki and Roguelike sites offer a ton of amazing information, but it's a bit intimidating. Also, the thread here on TIG for PCG has some broken links and I couldn't find what I was looking for when I got started.

That's why I wrote a tutorial for how to get started with PCG with a super simple dungeon generator. Ask any questions you like, I'd love to answer them

The link is a little broken, managed to get there though Smiley
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« Reply #2 on: September 11, 2013, 02:28:13 PM »

http://gamedev.tutsplus.com/tutorials/game-design/create-a-procedurally-generated-dungeon-cave-system/
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Daid
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« Reply #3 on: September 12, 2013, 12:41:53 AM »

I think most PCG tutorials (including this one) miss the basic idea behind PCG, and that's that you automate what you normally could do by hand.

I think the basis of PCG starts on paper. How would you generate a dungeon by hand? What steps would you walk trough? And then automate those steps.
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« Reply #4 on: September 12, 2013, 03:52:36 AM »

And then automate those steps.
The thing is that this step can seem impossible if you're a bad or inexperienced programmer, and learning how to generate a simple layout can help you conceptualize your own levelgen ideas in code terms.
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CaptainKraft
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« Reply #5 on: September 12, 2013, 05:52:48 PM »

Thanks everyone for the feedback. I managed to fix that stupid mistake that broke the link.

The goal of the post is to help beginners ease into PCG. The way I approached that was to make it very easy to follow with some clear concepts that are easy to implement. Hopefully the article does the job
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Daid
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« Reply #6 on: September 12, 2013, 10:10:00 PM »

And then automate those steps.
The thing is that this step can seem impossible if you're a bad or inexperienced programmer, and learning how to generate a simple layout can help you conceptualize your own levelgen ideas in code terms.
I know, that's why these tutorials are valuable. But to me it feels a bit like explaining how to build a plane without explaining that wings are needed for lift.
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« Reply #7 on: September 16, 2013, 01:27:39 AM »

I found this tutorial really helpful - a lot of murky concepts made clear, and makes me more excited to do more experimenting with this stuff. Thanks for posting this Smiley
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