The word of the day is Random.
This is what the levels are going to be in Super Mega Mega.
The initial intention was to create hand crafted levels with a story flowing through them. Instead now it’s going to be a randomly generated cylindrical level and story elements will be woven into the game play without directly controlling the flow.
A couple of games out there are already doing the randomly generated level thing… (not just a couple… lots) so it’s not an unsolved problem. I don’t see there being too many problems…… but I’ve been wrong before.
The first thing to do is adapt the current level editor structures to allow me to create the smaller level building blocks to use in the generator. I think this is the way Spelunky handles the problem and it should be a good fit.
I haven’t decided on the blocks/level dimensions yet. It’s a bit hard to decide until I’ve tried it out a bit. The nature of the 360 degree levels means my first try might not work at all. It’s just a matter of giving it a go. Time to code up the system and plug some numbers in with some test data and see if it makes a decent level.
Needed to make a better logo so here’s a new revision: I haven’t decided if it’s the final yet.