Game Connect Asia Pacific (GCAP) is Australia’s premier game development conference, focusing specifically on skills development, addressing industry trends and international business matching. GCAP delivers thought provoking, creative and innovative sessions covering programming, art, design, management and more, from leaders in the local and international game development industry.
Procedural Generation is a hot topic in the area of content production as it enables small teams to limit the time required to build extensive worlds and, in the extreme, it enables games like No Man’s Sky. Less hyped is procedural generation for gameplay features although there are notable exceptions like Spelunky and Dwarf Fortress.
Procedural content is generally used to increase replayability or scale of a game with little thought to how fun the generated content is.
Party Golf uses some relatively standard procedural generation techniques but has a number of constraints that are designed specifically to create fun levels.
This talk will look at the design behind the procedural generation system and key details of the implementation as well as some additional benefits to other key gameplay systems as a result.