What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways:
- Register on the forums. This is where we organize events and pick games.
- Reach us by email at vgcommune *A*T* gmail *D*O*T* com.
(Close)
20XX is a platformer in the vein of MegaMan, only its levels are generated on the fly. What kind of levels does this process make? How are levels distinct from one another, and how is one run of a level different from your next run of it? How are the game's challenges influenced by its procedural generation, a seemingly random level design?
Michael Cook hosts the yearly Procedural Generation Jam. For our second segment, we discuss his article "More Unpredictable Stuff" in light of 20XX.
Michael Cook hosts the yearly Procedural Generation Jam. For our second segment, we discuss his article "More Unpredictable Stuff" in light of 20XX.
Tags:
level design
comments powered by Disqus