I've been playing around with two puzzlescript generators the past few days. It's very interesting to work with level generators. They're cool to work with, but it's so easy to make bad and difficult levels (a fatal combo). -_-
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https://dekeyser.ch/puzzlescriptmis/ … is much fancier and tries to actively mutate new levels from old ones (you can specify mutation rules). It's still a WIP, but was cool to play with.pic.twitter.com/5EcIe70IYI
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Further still in this direction is stuff by
@chongdashu and D. Fox Harrell that tries to generate new rules themselves http://storage.kghost.de/cig_proc/full/paper_70.pdf … (perhaps by analogy with "reverse mathematics" it could be called "reverse game design")pic.twitter.com/nRIj0YAsjb
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I think that's the state of the art when it comes to proc gen stuff in puzzlescript. Am I forgetting anything?
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To clarify, for my procgen puzzlescript games I use external, fast specialized programs (in the form of dumb generator + smart curator). I created the embedded solver to aid in exploration of possible mechanics; I'm very glad you and others find it useful also!
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Thanks for it :) (I should probably compile a list of useful third party puzzlescript things somewhere...)
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