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    Does your game have a content generator? Let me write about it!

    Posted by (twitter: @StaticVoidGames)
    November 9th, 2012 3:39 pm

    Hey all,

    I’m currently working on a project for school involving content generation in game jams. It would be quite helpful if I could start off my presentation with examples of Ludum Dare games that use content generators. So if any of your games (past or present) use a content generator, let me know!

    The games don’t have to be popular or successful, and the content generation can be as simple as a random level creator. Basically I’m just trying to show that hand-coding levels is too time consuming for game jams and that people use content generators to prototype a game instead.

    11 Responses to “Does your game have a content generator? Let me write about it!”

    1. Cipher says:

      My game, Goo for ld24 used sfxr and autotracker to generate sound fx and music. People commented how the music was good too. You could find sfxr and autptracker as well as other tools (mostly content generators) here : http://www.ludumdare.com/compo/tools/ . And since i love shameless self advertising (:P) heres my game : http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=13577

    2. Madball says:

      You can refer to my game, http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8370
      I used a level generator to make a new map every time you play. It increases the replay value.

    3. Gaeel says:

      Very basic level generator here : http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=1561

      I simply pick a set of random numbers which defines a series of frequencies and amplitudes, and each screen is basically the visualisation of a sum of sine waves of those frequencies and amplitudes.

      The algorithm runs twice, one for the foreground and one for the background.

      The link is dead as a doornail, but if you want a copy of the game, let me know and I’ll try to upload it again.

      On my blog I have an entry about generating maps and other semi-random data with noise functions, but it’s in French : http://xi.gd/blog/index.php?entry=14
      You can also see a little box in the top right which “drops” DnD-style objects, giving them a funny name and associated stats.

    4. madflame991 says:

      Check my “From Under the Rock”. All of its content is generated and I’m quite proud of it. This was done for the “Contrast” miniLD and featured on freeindiegam.es
      http://www.ludumdare.com/compo/2012/07/15/from-under-the-rock/

    5. KevinWorkman says:

      These are awesome. Thanks guys!

    6. sorceress says:

      My LD22 game had procedurally generated dungeons, which produced diverse room shapes as well as a global connectivity graph for how rooms connect with one another. This featured logically placed locked doors and keys. The dungeon was then populated with loot and mobs, whose strengths were determined by distance from the start location.

      http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5745

      Unfortunately the screenshots I made don’t show off the generated dungeons very well.

    7. Casino Jack says:

      In case you’re still looking, my LD23 game implemented the level generation as a sort of ‘pipeline mini-game’ to the player.

      http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11139

    8. philomory says:

      I used procedural map generation (of two different sorts) in my LD16 and LD20 entries:
      http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=1112
      http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=1112

      I’m happy to discuss things in detail if you like; email is my ld name at gmail.

    9. KevinWorkman says:

      Great, thanks guys. I’m finally getting to writing this paper now, and these will definitely come in handy. I’ll post the finished version when I present it in December.

    10. jovoc says:

      I have a few experiments that might be interesting. Hopefully this is not too late to be useful.

      One example is my old TINS game called “Railroad Merchant”:
      http://amarillion.bafsoft.net/tins06/review.php?gameid=28&show=1
      This featured procedural generation of both the level and tileset (though it was mostly just color changing the tileset) based on the name of the planet you wanted to visit.

      Another less complete example is my LD19 entry “Planet Thing” which made random 3D planets:
      http://www.ludumdare.com/compo/2010/12/19/some-planets/
      Unfortunately I never got as far as making any gameplay for these, but it still looks pretty cool.

      I don’t have links for executables for these handy, but if you want let me know (my email is joeld42@gmail.com) and I’ll dig them up. I’d be happy to answer questions about the algorithms involved. Source for all of these is available at my LD code dump http://code.google.com/p/ld48jovoc/

    11. madflame991 says:

      now I really want to compile a list of games with procedurally generated content, I’m gonna post it on LD when I finish

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