Source Article: “How to Make Insane, Procedural Platformer Levels” by Jordan Fisher (www.gamasutra.com/view/feature/170049/how_to_make_insane_procedural_.php)
There’s no doubt that creating the perfect platformer level is a challenge. Tweaking different variables and elements just enough to end up with a level that’s fun, challenging, and unique is an art in and of itself. Then, taking the whole process and doing it over and over again can be tremendously daunting and endlessly time consuming. But, ponder this: if a program could be created that takes factors like a character’s speed, jump height, and friction and generates a custom designed level for said character, would manually designing levels become obsolete? I think not. Nothing can truly replace the idiosyncrasies found in levels designed by real people. The organic feel and the little details that make you smile, laugh, or scream profanities at the screen are part of what make custom designed platformer levels irreplaceable.
First, does such a program exist today? One that can create levels the same way a human would? Well, Cloudberry Kingdom developer Jordan Fisher (no relation) has created one such algorithm. It takes into account things like the end goal of the level, the different block types which make up the platforms of the platformer, the physics of each specific character (i.e. speed, jump height, friction, etc.), various obstacles and enemies, and creates a level. In his article “How to Make Insane, Procedural Platformer Levels” he explains that there are three things a good procedural algorithm needs to nail: feasibility (can you beat it?), interesting design (do you want to beat it?), and appropriate skill level (is it a good challenge?). The levels that his program creates can vary from a boring, straight-line run to the end, all the way up to a level that’s nearly impossible to beat, like the ones featured in his Kickstarter video.
But, even with the endless amount of variation that can be automatically created by Jordan’s program, there is still a need for human designers. Only a skilled and experienced designer knows what individual levels should look and feel like for a specific game. Super Mario World would not be the same if it were generated by a computer. The placement of hidden secrets and story driving elements are things that need a human touch to be done correctly. One day, maybe, there will be a program that can come very close to generating organic feeling levels, but, for now there’s still a need for human designers.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.