At 10/22/15 12:56 AM, Cordyceps wrote: Have you made progress on procedural generation yet? In my case, I designate a central point and have things generate along partial circle arcs, with some eccentricity expressed as a dice range. It works particularly well since I'm talking space environments, which conveniently typically orbit a central point. Stuff like mountain ranges would be pretty convincing if you had each instance designate a point at a random distance to draw the arc around.
That's a pretty neat idea. I saw this vid recently: http://gdcvault.com/play/1021877/Constructing-the-Catacombs-Procedural-Architecture where he talks about mocking up levels to find the underlying procgen rules, and that's where we are now. I'm concerned that differently seeded runs won't actually end up being all that different in terms of game feel, but like just making any procgen work is step 1.