Episode 52: Procedural Generation: What, When, Why?

Have you ever wanted to create hundreds of levels without the hassle of handcrafting them? Then this episode on Procedural Generation is for you. In this episode we talk about the pros and cons of using a procedural system and some best
` practices for creating a procedural generation system.
Thanks for tuning in this week and we hope you enjoy the show! Feel free to send any emails with comments, questions, and concerns to: thedebuglog@gmail.com
Source Image: Colin Tan Wei
Tags:gameDesign
5 Comments
In No Man’s Sky all the generation is used for visuals, it all looks a little bit different. I am working on a game, Star Singularity, that uses procedural generation gameplay and test the generation in simulation.
You guys are great! I think NMS has certainly re-lit the procedural generation touch paper!
I’m actually working on Unity Procedural Dungeon Generation on my YouTube channel. I’d really appreciate if anyone could give it a look and let me know what you think.
It’s the Unity Dungeon Generation Playlist! https://www.youtube.com/user/richardhawkes
Nice one, I hope to see more of your posts! If some of you are looking for some more tips about creating a game, I recommend this blog too: blog.theknightsofunity.com
looks very straight forward Richard
It seems the conversation keeps switching from “Procedural” (which I would say is deterministic), and “Random” (Not deterministic). It was a good episode, but it felt that some conversations were referencing “Random”, but they actually meant “Procedural”