21 Jan 2015
When thinking about gameplay design, one important issue to consider is how difficult the game is. For the TASTER project, this is particularly important, for two reasons:
The problem for the game designer, then, is to produce a game that is exactly as difficult as it needs to be to challenge the player. This means that the difficulty of the game needs to vary as the game is played, with the difficulty level being set by the player’s skill level.
This can be achieved by programming a system that generates some features of the gameplay on the fly - an artificial intelligence that controls the gameplay. This is known as procedural generation.
Fortunately, I have some experience with this, having created a level generator called UrbGen. While I won’t be using these kinds of 3D environments in our task-switching game, the idea - that some feature of the game can be generated during the game by a computer program - is the same.
Posted by Nigel Robb