I did some more thinking after yesterday’s blog post on tagging, and had an interesting discussion with Mike Cook and Chris Martens about how they approach similar problems. So here are some more thoughts on the subject.
The procedural content generation in Mainframe uses a very simple mechanism, which is both more powerful and trickier to implement and use than I expected at the outset. That mechanism is tagging. You tag bits of content, and then somewhere else you say you want something with a given set of tags. One of my […]
Last night I innocently tweeted: Does procedural content generation inherently imply repetition or is it just a really strong connection? — Jurie Horneman (@jurieongames) November 21, 2015 And then I watched a movie (Pi! still great) and 90 minutes later I checked Twitter and suddenly I had 50 replies. My tweet was a bit gnomic […]
Last year I wanted to do something for PROCJAM, Mike Cook’s “make something that makes something†one week game jam, but circumstances conspired against me. This year, I collaborated with Liz England, and we made a horror interactive fiction game called Mainframe. It’s about a spaceship and its mainframe and something is wrong and it […]