Not entirely sure if this whole '3 blogs in one day' is productive or counter-productive.
One perspective would be that any work on a Saturday - of all days, is productive.
One would be incorrect.
Short and sweet - before I get to dinner and subsequently back to Unity.
What aspects of the game will be generated and altered procedurally?
And by procedurally, we'll mean what we'll call 'pointed randomisation'.
A quick bullet list. Please - comment and contribute.
- Level generation.
- Where you can walk, which directions - which twists and gripping turns, you are taken on.
- Obstacle placement.
- The type of obstacles you encounter.
- The amount of obstacles you encounter.
- The positioning of said objects.
- The scale of these objects.
- Enemy placement
- The type of enemy encountered
- The power of the enemies encountered.
- The appearance of the enemies encountered.
- The location of enemies encountered.
- The quantity of enemies encountered.
- The behavior (speed, jump height, attack type) of enemies encountered.
- Item placement (if items do exist. I assume they will)
- As above.
I think - sadly enough - that procedural generation is not the ends, but only a means to get partway to the ends.
I think the most important thing we can have, for this project, is:
- A variety of enemies, obstacles and items
- A rarity rating of each object - to assure that there is that feeling of "Ooooh... Pokemon Johto just started! Will he choose Chikorita? I hope not".
- Varied color and superficial changes - enough to assure that each generated level does not contain every single asset of variation the game engine contains.
Replay value... there's a subject for a blog - but another time!
Now is the time for work.
Talk is Cheap.