History Main / RandomlyGeneratedLevels

31st Dec '16 5:40:48 PM Xtifr
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* ''BurningRangers'' has only four levels, so SEGA used this trope as a way of boosting replay value. And how, because there are '''tons''' of variations. You can even unlock codes for each specific version of the levels that let you play that version as much as your heart desires when you use the codes.

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* ''BurningRangers'' ''VideoGame/BurningRangers'' has only four levels, so SEGA used this trope as a way of boosting replay value. And how, because there are '''tons''' of variations. You can even unlock codes for each specific version of the levels that let you play that version as much as your heart desires when you use the codes.
7th Dec '16 9:48:53 PM wolftickets1969
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* ''VideoGame/SoldierOfFortune II'''s Random Mission Generator generates maps from pseudo-random seeds that can be chosen by the player.
* In ''Wilderness: A Survival Adventure'', the UrExample of the SurvivalSandbox genre, the player can either play on a "starting map", or procedurally generate a map.



* ''VideoGame/SoldierOfFortune II'''s Random Mission Generator generates maps from pseudo-random fixed seeds that can be chosen by the player.
3rd Nov '16 10:34:24 AM Superjustinbros
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* Every level and world of ''[[http://www.mojang.com/notch/mario/ Infinite Mario Bros.]]'' is randomly generated.

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* Every level and world of ''[[http://www.mojang.com/notch/mario/ Infinite ''Infinite Mario Bros.]]'' '' is randomly generated.
16th Aug '16 7:36:43 AM htuttle
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* With the exception of your own base, ''VideoGame/{{X-Com}}'''s levels are randomly generated based on pre-existing bulks of tiles (for instance, buildings).

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* With the exception of your own base, ''VideoGame/{{X-Com}}'''s ''VideoGame/XCOMUFODefense'''s levels are randomly generated based on pre-existing bulks of tiles (for instance, buildings).
10th Aug '16 7:58:22 AM radistmorse
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There are two methods of level creation that are generally used: the random generation and the random assembly. The random assembly means that the generation algorithm picks the manually-created assets from the game database and creates the level by stiching them together, while the random generation implies that all the content is created on-the-fly. The random assembly is easier to implement, but the limited number of the assets will become a sore in the eye sooner or later. The random generation is much more robust, but the complexity of the algorithms makes it almost unusable for anything more complicated than the level geometry. The middle ground in that case is to use the random generation for the basic level outlook, and to place the assets whithin it in the appropriate places.
21st Jul '16 6:48:48 PM Steven
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* ''[[VideoGame/PokemonDiamondandPearl Pokémon Diamond/Pearl/Platinum]]'' has Turnback Cave, home of Giratina (though in ''Platinum'', you'll only have to go there for Giratina if you failed to obtain in the Distortion World). Each room has four exits, and there are 25 different room configurations (not including Giratina's room). One of these is the "pillar room"; you must find this 3 times before entering 30 total rooms, and then any exit from the third pillar room will lead to Giratina's room (or after Giratina's been captured, an item room). Other than the third pillar room leading to the end and the 30th room leading to exiting the cave if you haven't found three pillar rooms, it's completely random what exit will lead where. [[note]]The item in the item room is determined by how many rooms you had to go through to get there, and there is a reward specifically for doing it in just three, so presumably the pillar room is always one of the four options, giving you a 25% chance of finding it each time and thus a 1 in 64 chance of getting it in the minimum 3.[[/note]]

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* ''[[VideoGame/PokemonDiamondandPearl Pokémon Diamond/Pearl/Platinum]]'' has Turnback Cave, home of Giratina (though in ''Platinum'', you'll only have to go there for Giratina if you failed to obtain in the Distortion World). Each room has four exits, and there are 25 different room configurations (not including Giratina's room). One of these is the "pillar room"; you must find this 3 times before entering 30 total rooms, and then any exit from the third pillar room will lead to Giratina's room (or after Giratina's been captured, an item room). Other than the third pillar room leading to the end and the 30th room leading to exiting the cave if you haven't found three pillar rooms, it's completely random what exit will lead where. [[note]]The item in the item room is determined by how many rooms you had to go through to get there, and there is a reward specifically for doing it in just three, so presumably the pillar room is always one of the four options, giving you a 25% chance of finding it each time and thus a 1 in 64 chance of getting it in the minimum 3.3.
* ''VideoGame/FinalFantasyXIV'' has the Palace of the Dead where each floor has a different layout every time you enter the palace. Each floor will always have a spot that advances you to the next floor and a spot that is used to revive fallen players, but traps and treasure coffers will always be randomized. Each set of 10 floors has its own set of enemies.
[[/note]]
7th Jul '16 11:14:54 AM spiritsunami
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* ''[[VideoGame/PokemonDiamondandPearl Pokémon Diamond/Pearl/Platinum]]'' has Turnback Cave, home of Giratina (though in ''Platinum'', you'll only have to go there for Giratina if you failed to obtain in the Distortion World). Each room has four exits, and there are 25 different room configurations (not including Giratina's room). One of these is the "pillar room"; you must find this 3 times before entering 30 total rooms, and then any exit from the third pillar room will lead to Giratina's room (or after Giratina's been captured, an item room). Other than the third pillar room leading to the end and the 30th room leading to exiting the cave if you haven't found three pillar rooms, it's completely random what exit will lead where. [[note]]The item in the item room is determined by how many rooms you had to go through to get there, and there is a reward specifically for doing it in just three, so presumably the pillar room is always one of the four options, giving you a 25% chance of finding it each time and thus a 1 in 64 chance of getting it in the minimum 3.[[/note]]
13th May '16 6:21:33 PM Octorok103
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* ''VideoGame/{{Warframe}}'' assembles the layout of missions from an assortment of tiles created by the developers; the mission chosen affects which tileset and which specialty rooms (e.g. Spy vaults), if any, are used. There are a few exceptions, such as quest missions and raids, which use predetermined layouts instead, but regular missions always have a random layout.
20th Feb '16 4:50:13 PM Wanderer
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* ''VideoGame/SuperSmashBros for Wii U/Nintendo 3DS'' has the "Super Mario Maker" stage, where the layout is random and continually changing.
6th Dec '15 1:48:57 PM OldBen
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[[AC: WebAnimation]]
* Each fight during [[TournamentArc Vytal Festival Tournament]] in ''WebAnimation/{{RWBY}}'' takes place in a randomly generated arena, combining several terrain types like forests, mountains, hills or ice. The amount of terrain types depends on the round - team battles have two "zones", while doubles have four. [[spoiler: It becomes [[SubvertedTrope subverted]] once we learn that Cinder is manipulating the draw.]]
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