this post was submitted on 16 Jun 2023
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cross-posted from: https://sh.itjust.works/post/145864

Procedural generation is an interesting topic to me, as it forgoes traditional level design in favor of a bunch of formulas, rules, and random elements to make varied replayable gameplay.

One of my favorite procgen games is Dwarf Fortress, and how it creates a fully realized world with lore and history, and then places both fortress and adventures as relatively small stories in said world.

Also Deep rock galactic is great in varying its caves, from normal tunnels to massive caverns that you can only traverse using ziplines and platforms

Any other interesting procgen games?

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[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

4X game Shadow Empire has interesting proc-gen for its planets — they start out as randomised astronomical specs, including star type, orbital distance and inclination, mass, composition, those feed into how the landscape is generated, what life develops (if any), and from there it runs through a simulated history of colonization and collapse.

Detective ImSim Shadows of Doubt generates small cities filled with hundreds of citizens with relationships, histories, jobs, and routines.

Space life sim Sol Trader starts with a proc-gen history phase to set up the people and organisations in the world.

Space sim Elite: Dangerous, and its prequels, make extensive use of proc-gen to create their galaxy-size galaxies. It was quite something to see Elite II fit so much in an executable that's less than half the size of the front page of this website.

Pioneer is an open-source space sim deeply inspired by Elite 2/3. Its system generator looks very similar to what I remember of that article.

Space Engine isn't really a game, but deserves honourable mention for not just generating a galaxy-size galaxy, but a (nearly) universe-size universe.

[–] [email protected] 1 points 1 year ago (1 children)

Nethack, Elite, Captive, Elder Scrolls, Magic Carpet, Simcity 2000 (reticulating splines)... oh, and a little game called Minecraft.

Procedural generation is common. The way Dwarf Fortress does it where the rules and game elements change is nearly unique. Pretty much just that and Nethack, AFAIK, which is why Dwarf Fortress stuck with Nethack-style ASCII so long.

[–] [email protected] 1 points 1 year ago

In terms of elder scrolls procedural generation, hasn't that only been the case for daggerfall?

[–] [email protected] 1 points 1 year ago
[–] [email protected] 1 points 1 year ago

Faster than Light may be up your alley. I've put countless hours into it and there's still hidden paths I have yet to encounter.

[–] [email protected] 1 points 1 year ago

Cataclysm: Dark Days Ahead

[–] [email protected] 0 points 1 year ago (1 children)

A few games including Caves of Qud uses Wave Function Collapse on their landscape and environment population. It's an interesting technique that's only just getting more traction in games.

This is a good repo of info on how it works and uses. https://github.com/mxgmn/WaveFunctionCollapse

[–] [email protected] 1 points 1 year ago

I've had CoQ on my backlog for a while, I should probably finally start it sometime

Also WFC looks so cool