Long time with no posts or updates here. It seems like desert, sorry for that but I am sure people who follow me on twitter knows I was busy with my Master’s Thesis in Procedural Content Generation (PCG). I have always used PCG in my games as an excuse for being lazy and not designing levels (as I am not amazing level designer). In this post I will wrap up quickly some of the PCGs I used in my games. In the next post will talk about PCG in my Master’s Thesis.
As most of people noticed lots of my arcade games used PCG especially top down shooters (Clean’Em Up and Alone in the Park). All these games don’t have levels designed in advance, but instead they have enemy numbers and types to be generated. The system afterwards choose the most suitable location (away from the player position) and insert them. Pace Maker was a little different where the system generates the types and numbers based on the level of difficulty so as difficulty increase the number of enemies and variety of types increased.