History Main / RandomlyGeneratedLevels

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.
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.
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