History Main / RandomlyGeneratedLevels

19th Oct '17 12:04:30 PM SeptimusHeap
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* ''VideoGame/{{F-Zero}} X'' has a mode where you play in randomly generated tracks, sometimes with [[http://www.youtube.com/watch?v=Fhv2bHNn4A0 sadistic results]]. In a few cases, the X Cup will generate a track the AI cannot handle at all. Witness [[https://www.youtube.com/watch?v=9_q8fmr01Ms this track]], where the competition manages to completely wipe itself out in ten seconds.

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* ''VideoGame/{{F-Zero}} ''VideoGame/FZero X'' has a mode where you play in randomly generated tracks, sometimes with [[http://www.youtube.com/watch?v=Fhv2bHNn4A0 sadistic results]]. In a few cases, the X Cup will generate a track the AI cannot handle at all. Witness [[https://www.youtube.com/watch?v=9_q8fmr01Ms this track]], where the competition manages to completely wipe itself out in ten seconds.
17th Oct '17 4:13:32 PM Malady
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* ''VideoGame/NoMansSky'', much like ''{{Noctis}}'', creates an entire explorable universe this way with about 18 quintillion planets, where ''everything'' is procedurally generated.

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* ''VideoGame/NoMansSky'', much like ''{{Noctis}}'', ''VideoGame/{{Noctis}}'', creates an entire explorable universe this way with about 18 quintillion planets, where ''everything'' is procedurally generated.
17th Oct '17 4:12:45 PM Malady
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* ''{{Noctis}}'' is a space-simulation game which generates a galaxy with a radius of 90 thousand light-years. The entire purpose of the game is explore it and upload findings into an online guide so that others might find them.

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* ''{{Noctis}}'' ''VideoGame/{{Noctis}}'' is a space-simulation game which generates a galaxy with a radius of 90 thousand light-years. The entire purpose of the game is explore it and upload findings into an online guide so that others might find them.



** ''[[VideoGame/RescueOnFractalus Rescue on Fractalus!]]'' was a polished version of the former.

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** ''[[VideoGame/RescueOnFractalus Rescue on Fractalus!]]'' ''VideoGame/RescueOnFractalus'' was a polished version of the former.
19th Aug '17 6:54:22 AM thatother1dude
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* Parodied in ''WesternAnimation/OKKOLetsBeHeroes'': The back room of Gar's Bodega is basically a video game dungeon, and its layout isn't just randomized every time you go back there, everyone ''individual room'' changes every time you leave it.
-->'''Enid:''' The rooms are ''randomly generated''!?

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* Parodied in ''WesternAnimation/OKKOLetsBeHeroes'': The back room of Gar's Bodega is basically a video game dungeon, and its layout isn't just randomized every time you go back there, everyone every ''individual room'' changes every time you leave it.
-->'''Enid:''' The rooms are ''randomly generated''!?generated?!''
19th Aug '17 6:51:03 AM thatother1dude
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* In ''Webcomic/AModestDestiny'', Fluffy built [[http://www.squidi.net/comic/amd/view.php?series=amd&ep=2&id=12 such a dungeon]].
** [[spoiler:Subverted. It just crushes whoever goes inside.]]
* ''SpeakWithMonsters'' illustrates a potential problem with this, as applied to [[TabletopRPG Tabletop RPGs]], [[http://speakwithmonsters.badgods.com/comics/flightless-bird here]].

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* In ''Webcomic/AModestDestiny'', Fluffy built [[http://www.squidi.net/comic/amd/view.php?series=amd&ep=2&id=12 such a dungeon]].
** [[spoiler:Subverted.
dungeon]]. [[spoiler:[[SubvertedTrope It just crushes whoever goes inside.]]
* ''SpeakWithMonsters'' illustrates a potential problem with this, as applied to [[TabletopRPG Tabletop RPGs]], [[http://speakwithmonsters.badgods.com/comics/flightless-bird here]].
]]]]


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[[AC:WesternAnimation]]
* Parodied in ''WesternAnimation/OKKOLetsBeHeroes'': The back room of Gar's Bodega is basically a video game dungeon, and its layout isn't just randomized every time you go back there, everyone ''individual room'' changes every time you leave it.
-->'''Enid:''' The rooms are ''randomly generated''!?
3rd May '17 9:21:54 AM Eggy0
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* ''VideoGame/EagleIsland'''s core gameplay element is a level that randomly generates its map layout, monsters, treasure and terrain every time it is entered (whether by starting the game, resetting to the start of said level, or dying).
3rd May '17 4:25:13 AM UmbrellasWereAwesome
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* ''VideoGame/{{Persona 3}}'' randomly generates most of the non-boss floors of Tartarus, although it follows a few design rules. For instance, floors between a Tartarus Boss and a plot-determined barrier will invariably be smaller than the norm, and the party will usually appear extremely close to the stairs to the next floor (with the small inconvenience that [[TheGrimReaper The Reaper]] will spawn that much faster, too.)
** ''VideoGame/{{Persona 4}}'' does the same thing with its non-boss floors, though there are one or two premade floors without bosses on them in the game.

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* ''[[Franchise/ShinMegamiTenseiPersona Persona]]'':
**
''VideoGame/{{Persona 3}}'' randomly generates most of the non-boss floors of Tartarus, although it follows a few design rules. For instance, floors between a Tartarus Boss and a plot-determined barrier will invariably be smaller than the norm, and the party will usually appear extremely close to the stairs to the next floor (with the small inconvenience that [[TheGrimReaper The Reaper]] will spawn that much faster, too.)
** ''VideoGame/{{Persona 4}}'' does the same thing with its the non-boss floors, floors in its dungeons, though there are one or two premade floors without bosses on them in the game.game.
** In contrast, the only randomly generated dungeon in ''VideoGame/Persona5'' is Mementos, where all the sidequests take place in. All of the other dungeons ("Palaces") are pre-made.
18th Apr '17 6:17:03 AM zaqq
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* ''VideoGame/BattleForWesnoth'' allows for randomly generated maps. Also, two of it's campaigns have randomly generated maps (one in each). Random cave maps, however, tend to favor chaotic units far more than lawful units, as the cave generator doesn't make any lighted spaces yet.

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* ''VideoGame/BattleForWesnoth'' allows for randomly generated maps. Also, two of it's its campaigns have randomly generated maps (one in each). Random cave maps, however, tend to favor chaotic units far more than lawful units, as the cave generator doesn't make any lighted spaces yet.
15th Mar '17 7:33:37 AM BeerBaron
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** ''[[VideoGame/TheElderScrollsArena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' have, with a few hand-crafted exceptions, thousands of [[ProceduralGeneration procedurally generated]] towns, cities, villages and dungeons. ''Arena'' does this on the fly, while in ''Daggerfall'', they were generated on the developer's computers, then placed on the disk.

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** ''[[VideoGame/TheElderScrollsArena]]'' ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' have, with a few hand-crafted exceptions, thousands of [[ProceduralGeneration procedurally generated]] towns, cities, villages and dungeons. ''Arena'' does this on the fly, while in ''Daggerfall'', they were generated on the developer's computers, then placed on the disk.
15th Mar '17 7:33:14 AM BeerBaron
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* ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has, with a few hand-crafted exceptions, over 15,000 procedurally generated towns, cities, villages and dungeons. In this case they were generated on the developer's computers, then placed on the disk.
** Its predecessor ''[[VideoGame/TheElderScrollsArena Arena]]'' uses mostly procedural generation on-the-fly.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' also did this with parts of the field outside dungeons and towns.
** The static dungeon maps in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''Oblivion'' still look like they started with the same random generator, and have the same architectural (or subterranean) plausibility.

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* ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsArena]]'' and
''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has, have, with a few hand-crafted exceptions, over 15,000 thousands of [[ProceduralGeneration procedurally generated generated]] towns, cities, villages and dungeons. In ''Arena'' does this case on the fly, while in ''Daggerfall'', they were generated on the developer's computers, then placed on the disk.
** Its predecessor ''[[VideoGame/TheElderScrollsArena Arena]]'' uses mostly procedural generation on-the-fly.
''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' downplays it, as the entire world is hand-built, but some of the dungeon architecture still gives the impression that they may have been randomly generated during development. The extremely limited LevelScaling of enemies and loot further reduces the randomness.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' also did and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' do this with parts of the field outside dungeons and towns.
** The static dungeon maps in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' and ''Oblivion'' still look like they started with the same random generator,
landscape, and have the same architectural (or subterranean) plausibility.dungeon architecture feel of ''Morrowind'', but play it straighter in that the enemies and loot within are determined via LevelScaling.
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