When making a procedurally created infinite level, how to ensure there is always a way for the player to...











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Am planning on making a infinite platformer game. Basically i have to create a infinite curve over which a ball rolls, and player can control some aspects. I thought i could create a infinite curve using some perlin noise, or some other king of noise, but the curve sometimes takes a form which the player cannot cross with the given controls no matter what. There are a lot of procedurally generated infinite games out there, so was hoping there a structured way of doing this, like, on how to make constraints and modify the random function to behave more in the bounds but still make interesting patterns.










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    Can you please post the code of what you tried so far?
    – Tobias Wilfert
    yesterday










  • Procedural generated games can assure level completion by restricting randomness to values that are achievable. Results or configurations that are not achievable are discarded and re-randomized or outright restricted from being created in the first place. How the system does that entirely depends on what the procedural generation is generating and the abilities the player has access to.
    – Draco18s
    yesterday















up vote
-1
down vote

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Am planning on making a infinite platformer game. Basically i have to create a infinite curve over which a ball rolls, and player can control some aspects. I thought i could create a infinite curve using some perlin noise, or some other king of noise, but the curve sometimes takes a form which the player cannot cross with the given controls no matter what. There are a lot of procedurally generated infinite games out there, so was hoping there a structured way of doing this, like, on how to make constraints and modify the random function to behave more in the bounds but still make interesting patterns.










share|improve this question


















  • 1




    Can you please post the code of what you tried so far?
    – Tobias Wilfert
    yesterday










  • Procedural generated games can assure level completion by restricting randomness to values that are achievable. Results or configurations that are not achievable are discarded and re-randomized or outright restricted from being created in the first place. How the system does that entirely depends on what the procedural generation is generating and the abilities the player has access to.
    – Draco18s
    yesterday













up vote
-1
down vote

favorite









up vote
-1
down vote

favorite











Am planning on making a infinite platformer game. Basically i have to create a infinite curve over which a ball rolls, and player can control some aspects. I thought i could create a infinite curve using some perlin noise, or some other king of noise, but the curve sometimes takes a form which the player cannot cross with the given controls no matter what. There are a lot of procedurally generated infinite games out there, so was hoping there a structured way of doing this, like, on how to make constraints and modify the random function to behave more in the bounds but still make interesting patterns.










share|improve this question













Am planning on making a infinite platformer game. Basically i have to create a infinite curve over which a ball rolls, and player can control some aspects. I thought i could create a infinite curve using some perlin noise, or some other king of noise, but the curve sometimes takes a form which the player cannot cross with the given controls no matter what. There are a lot of procedurally generated infinite games out there, so was hoping there a structured way of doing this, like, on how to make constraints and modify the random function to behave more in the bounds but still make interesting patterns.







unity3d game-development






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Adithya Sama

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  • 1




    Can you please post the code of what you tried so far?
    – Tobias Wilfert
    yesterday










  • Procedural generated games can assure level completion by restricting randomness to values that are achievable. Results or configurations that are not achievable are discarded and re-randomized or outright restricted from being created in the first place. How the system does that entirely depends on what the procedural generation is generating and the abilities the player has access to.
    – Draco18s
    yesterday














  • 1




    Can you please post the code of what you tried so far?
    – Tobias Wilfert
    yesterday










  • Procedural generated games can assure level completion by restricting randomness to values that are achievable. Results or configurations that are not achievable are discarded and re-randomized or outright restricted from being created in the first place. How the system does that entirely depends on what the procedural generation is generating and the abilities the player has access to.
    – Draco18s
    yesterday








1




1




Can you please post the code of what you tried so far?
– Tobias Wilfert
yesterday




Can you please post the code of what you tried so far?
– Tobias Wilfert
yesterday












Procedural generated games can assure level completion by restricting randomness to values that are achievable. Results or configurations that are not achievable are discarded and re-randomized or outright restricted from being created in the first place. How the system does that entirely depends on what the procedural generation is generating and the abilities the player has access to.
– Draco18s
yesterday




Procedural generated games can assure level completion by restricting randomness to values that are achievable. Results or configurations that are not achievable are discarded and re-randomized or outright restricted from being created in the first place. How the system does that entirely depends on what the procedural generation is generating and the abilities the player has access to.
– Draco18s
yesterday

















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