tag:blogger.com,1999:blog-5540340668858020212.post2890865583048146572..comments2024-03-10T21:56:24.821-07:00Comments on Game Up! Game Development Blog: Spelunky and Random Level DesignSolarLunehttp://www.blogger.com/profile/16532428857445699165noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-5540340668858020212.post-47780167748469264762011-10-15T13:33:33.028-07:002011-10-15T13:33:33.028-07:00SolarLune, I'm glad I found your blag. It is h...SolarLune, I'm glad I found your blag. It is hereby bookmarked, and I shall be following you on your endeavors from this day forth.<br /><br />On a less formal note, your writing is the shit :) You really have the kind of brain I need to learn from.<br /><br />This is the first blog I've ever found interesting. Keep up the good work, mate. I will be recommending your blag to my friends.Jeppenhttp://jampe.dk/portfolionoreply@blogger.comtag:blogger.com,1999:blog-5540340668858020212.post-46784164363735175612011-05-09T16:50:28.490-07:002011-05-09T16:50:28.490-07:00Oh, and you are correct that random levels can get...Oh, and you are correct that random levels can get boring, but if you do it right, then it can be fun. The levels in Spelunky were pretty short, and were random enough to have select levels or level elements be memorable (a small amount of levels have shops, and another small amount are dark, etc.).SolarLunehttps://www.blogger.com/profile/04518122882117352735noreply@blogger.comtag:blogger.com,1999:blog-5540340668858020212.post-36291394511077048052011-05-09T16:49:05.735-07:002011-05-09T16:49:05.735-07:00Oh, no, I haven't done Part 2 yet, but I will ...Oh, no, I haven't done Part 2 yet, but I will soon, now that I see there's someone who's interested in it. Thanks.SolarLunehttps://www.blogger.com/profile/04518122882117352735noreply@blogger.comtag:blogger.com,1999:blog-5540340668858020212.post-53190775579944888402011-05-09T10:18:10.187-07:002011-05-09T10:18:10.187-07:00I haven't played Spelunky but now I might have...I haven't played Spelunky but now I might have to give it a look. Ever since Diablo I've been interested in random level design (although it's only been recently that I've started trying it myself).<br /><br />I think one of the pitfalls of random design is that after a while the levels start to feel generic. A procedural generation algorithm can only come up with so many maps and puzzles; after playing for long everything just feels the same. And when you beat the game, you are left wondering if you were really a skilled player, or if you just lucked out and got an easy level.<br /><br />On the other hand, random design can greatly enhance replayability, and can speed up the game design workflow since you can focus on putting more effort into the key areas of the game (like Boss fights) and connect the dots with randomly generated rooms. It's good to have a mix, since random levels can help you get more mileage out of a game engine you've worked so hard to build, and constant levels (for lack of a better word) can add a bit more character, or sophistication, to your game.<br /><br />Did you ever get around to writing part 2 of this tutorial? I'd love to see how you do this in the BGE.CCCnoreply@blogger.com