Blog 443: Procedural Generation Y4 (Take 2)

I have always been interested in procedural generation of game content, but had always been too scared of the maths to ever try it.

Then, with the dawn of Project Y4 (and the desire to shoehorn every trick in the damn book into a single Warcraft map), I finally indulged my desire to produce pseudo-random content and started work on a procedural maze mini-game.

After finishing that (or at least, the terrain production part of it), I maintained my interest in some of the procedural generation resources I had come across and looked a little further…

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Blog 434: Mini-Missions and Mini-Games Y4

It was in a rather short space of time that I not only settled upon making a tutorial level for Project Y4, but managed to implement it. After adding twenty-odd triggers and more dialogue than was in the entire rest of the map, the first Project Y4 mini-mission was ready.

It was then that I thought Y4 was pretty much feature complete. Making the tutorial exposed a few problems with the mini-mission framework and I cleaned them up; fair enough. Everything is now ready.

But then I decided that I needed a Deus Ex-style keypad system. With some gentle nudging away from my silly implementation idea in favour of a much better one, a full-screen keypad was quickly completed.

Then I decided that I also needed a full-screen computer interface…

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