Its common to have procedural generation algorithms to use a Set of sections or rooms, sometimes referenced as “chunks”. The algorithm will pick from a database of predefined chunks when assembling the level procedurally.

Rogue as a Case of Study

The course suggest that we play the game Rogue using a DOS Emulator and after it asks some questions:

  •  What did you notice about the level design and progression? Was each playthrough memorably different?
  • Did you ever get stuck at a dead end? 
  • Did you notice any differences between the enemies? 
  • What did you enjoy about the game?
  • What was frustrating?
  • Can you see why this game had widespread appeal and how it spawned a genre of similar games?

Considerations when designing a procedural level

When designing procedural levels, a level designer should still take into account the same elements they would take if they designed by hand:

  • Frequency of enemies
  • Frequency of rewards
  • Size of rooms
  • Numbers of rooms per section of the floor, area or dungeon
  • Scaling difficulty

Is necessary to keep in mind that there’s less control over the experience.