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the platforms accordingly to keep it just challenging enough for the player, so that they’re not put off by the difficulty, and they want to keep trying to beat their high score. Each platform is designed to be increased in difficulty by adding hazards, springs, temporary platforms, and enemies to the platforms. Beyond this, platforms can have a set of rules applied to them, such as ‘don’t generate this if last platform was of this design,’ which helps free up limitations to their design.

Image of ELiDE, the graphical frontend

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FIRKANT is the perfect candidate on how to effectively use procedural generation to keep gameplay exciting and fresh. For more information about FIRKANT, visit the website at https://peterchrjoergensen.dk/FI RKANT and subscribe to the newsletter via the form on the bottom of the page. You can follow its development on Twitter via @tehwave and #FIRKANT.

Seeds issue #2  

A zine created made for the Procedural Generation Jam full of articles submitted by the ProcJam community.

Seeds issue #2  

A zine created made for the Procedural Generation Jam full of articles submitted by the ProcJam community.

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