Skimming around I found this snippet at the end of chapter six. Are the authors even aware of .kkrieger?
As we can see, all existing work on generating graphical game has targeted games in the style of classic arcade games and home console games from the early 80’s, or simple arcade games. There is still considerable work to be done here, and nobody has yet constructed a system that could generate novel graphical games of high quality, comparable to the novel high-quality board games produced by Cameron Browne’s Ludi system. However, there is also considerable opportunities in devel- oping game description languages that can effectively and economically describe other types of games, and game generators that take into account the specific game design affordances and challenges that come with such games. For example, what would it take to generate playable, interesting and original FPS games?
http://fgiesen.wordpress.com/2012/04/08/metaprogramming-for-...
For anyone else interested, there's a free PDF book all about the subject. It's "The Algorithmic Beauty of Plants"
http://webcache.googleusercontent.com/search?q=cache:I4Ikw4K...
https://web.archive.org/web/20131022191108/http://algorithmi...
[1] http://procworld.blogspot.com/
[2] http://procworld.blogspot.com/2011/02/space-colonization.htm...
https://en.wikipedia.org/wiki/Elite_(video_game)
https://en.wikipedia.org/wiki/Frontier:_Elite_II
for i in {1..12}; do wget `printf "http://pcgbook.com/wp-content/uploads/chapter%02d.pdf" $i`; done
pdfunite chapter*.pdf ProceduralContentGenerationInGames.pdf for i in {1..12}; do wget `printf "http://pcgbook.com/wp-content/uploads/chapter%02d.pdf" $i`; done
"/System/Library/Automator/Combine PDF Pages.action/Contents/Resources/join.py" -o ProceduralContentGenerationInGames.pdf chapter*.pdfThe Division (Ubisoft) WazHack (Some very enjoyable and challenging gameplay) CubeWorld The Dead Linger Elite ³ X3 Reunion/Terran Conflict ² (a few sectors) nice script interface. Starlight Inception (Proprietary) FUEL 2009 (team Asobo) Looks great. Dead Rising 3 (zombies appear "unique" ) Limit Theory.
Also: (Hackable is anyones guess.) http://www.pcgamer.com/tag/procedurally-generated/ Sir, you are being hunted. GUN_MONKEYS Nowhere Chasm Dustforce Race the Sun A Valley Without Sun
DLC and MODS Neverwinter Nights: Hordes of the Underdark. (DRM killed it. no longer playable) Legend of Grimrock. ² (Excellent Scripting.)
Engines (Nearly every modern engine is well represented.) Irrlicht3D ¹ (FOSS, Source, API and documentation are super.) Unreal ² Excellent Editor and Scripting. Unity ² Excellent Editor and Scripting. Affordable Minetest ¹ (FOSS, Irrlicht3D -> LUA script API) Minecraft ¹ (Source code available for early releases.)
From Giantbomb.com for release in 2014-15. http://www.giantbomb.com/procedural-generation/3015-328/game... Daylight (Unreal Engine) similar to Amnesia:The Dark Descent Invisible, Inc. StarCrawlers Darkest Dungeon Sunless Sea Mountain Outpost Save Yourselves Fancy Skulls Mew-Genics Unreleased ( The teaser is a great. Put the coffee away before watching this.) http://www.youtube.com/watch?v=KXCp8xS0YzI
Unfinished Infinity MMOG No Mans Sky The compilation of GCC. (Not funny? Please, accept my apology..)
I can think of AoE and Worms on the PC, and i enjoyed both of these tremendously.
[1] https://sites.google.com/site/broguegame/
Also, while it doesn't have the replay value found in the Minecraft sandbox, Starbound procedurally generates not only the map/terrain but also the mobs.
Most of the default scripts ensured balance by having a set of identical resources by each player's start. An example of the scripting language, placing a gold resource near the player start:
create_object GOLD
{
number_of_objects 7
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 8
max_distance_to_players 14
min_distance_group_placement 4
}