03-24-2010, 12:42 PM
This is somewhat drastic, but awesome.
Portions of the level(or the whole thing) would be generated procedurally from a random seed. This would provide an almost infinite number of variations of a single level. This could be completely independent of the normal levels/it's own objective based game type. Though, this might be suited to a different game, it could be enough to really boost Xonotic to the light of day. It's an idea I've been mulling for a while. It just needs to be incorporated seamlessly. Tell me what you think.
Portions of the level(or the whole thing) would be generated procedurally from a random seed. This would provide an almost infinite number of variations of a single level. This could be completely independent of the normal levels/it's own objective based game type. Though, this might be suited to a different game, it could be enough to really boost Xonotic to the light of day. It's an idea I've been mulling for a while. It just needs to be incorporated seamlessly. Tell me what you think.


It's more or less the random portion that I was referring to. The procedural portion makes it simpler and easier to control(i.e. to prevent bugs) plus you wouldn't have to send a 50mb map file each game. It's a suggestion, but it would probable work better for it's own gametype(eg an objective based team game) It might show itself better in simple things, like the terrain outside a level, or the layout of a building. Making these random from round to round would provide a unique challenge for the players. Here would be a simple way to do this: Code the ability for modular construction(with the mapping software) - the hard part.