I think I remember playing some game too on the Amiga where it generated levels based on a seed, oh .. hang on, I'm thinking of the original version of `vista` which had to have a seed in order to generate a given landscape. Same effect though - same seed, reproduced results. Actually works in your favor if you WANT the same results every time. It's when you want something more randomized that things get trickier.
For a game that creates random levels though I would think that it would at least have some kind of templates or rules about what `features` the randomly generated level needs to have, like no stupid dead ends or no `unfair` areas if it's multiplayer. I think that's where making a mix of some pre-thought design with randomness works best.
For a game that creates random levels though I would think that it would at least have some kind of templates or rules about what `features` the randomly generated level needs to have, like no stupid dead ends or no `unfair` areas if it's multiplayer. I think that's where making a mix of some pre-thought design with randomness works best.