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Old 08-12-2016, 07:18 PM
smiling bandit is offline
Join Date: Nov 2001
Posts: 16,959
Originally Posted by MichaelEmouse View Post
In terms of high-level programming, how did they go about creating so much? Yes, procedural generation but more specifically than that? Were there other methods they used?
Almost certainly not; based on the sheer quantity of terrain, almost the only thing possible generation mechanism is procedural. The creatures, plants, and structures, and stuff sound like pre-made bits dropped into place as needed.

The consensus seems to be that the procedural generation wears thin after a while. Other games like Spelunky, Minecraft and Door Kickers (to a lesser extent) have managed it quite well. What differentiates them in terms of their methods and outcomes?
The randomness in those is made to facilitate specific gameplay, and so that the player can't know the next level in advance, even if they played before. Adapting to that level's particular configuration, whether through reflexes, planning, smart item use, or other skill is the game. But the randomness*itself isn't the point, nor is it just to have ten thousand dungeons for its own sake. It's to challenge the player. Additionally, all the procedural-generated worlds I've seen are either heavily simplified like Minecraft or 2d. This gives them a lot of flexibility to insert fun rules and interesting challenges, rather than focus on making it look good. The one exception is Fuel, which has a massive sprawling world - but Fuel has no interaction with that world except by driving around the surface.

*I originally typed in randommess. Seems apt.

Last edited by smiling bandit; 08-12-2016 at 07:21 PM. Reason: fixed quotebox