I am currently working on a RPG with heavy procedurally content generation. Most of the map and the plot is getting generated procedurally over time. The game also makes use of permadeath. On dying, ...
I'm looking at this article about pacing in entertainment and games. It suggests that all good entertainment roughly follows a pacing/engagement curve like Star Wars(below). I'm interested in how I ...
I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could ...