Dwarf Fortress, a complex rogue-like game that’s been in a state of constant improvement and refinement since 2002, is a masterclass in procedural generation (PCG). If you’re a coder with even the slightest interest in algorithmic content creation, Procedural Generation in Game Design, a 336-page book co-edited by Dwarf Fortress developer Tarn Adams, is a must-have.
Available from Wordery for $80.59 (and various other online stores), Procedural Generation in Game Design is a joint effort by Adams and veteran designer Tanya X. Short to provide a definitive resource on the topic.
What makes the book particularly great is that it doesn’t just cover the crunch of making procedural content, such as algorithms and formulas — it also points out where PCG is a bad idea and why relying on it entirely is usually a mistake.
[referenced url=”https://www.kotaku.com.au/2017/12/the-10-funniest-dwarf-fortress-bugs/” thumb=”https://i.kinja-img.com/gawker-media/image/upload/c_scale,fl_progressive,q_80,w_800/cjn3khtczknh4hbkdmt5.png” title=”The 10 Funniest Dwarf Fortress Bugs” excerpt=”The absurd dwarf simulation game Dwarf Fortress is a marvel when everything works as intended. It’s just as fun when it breaks. Reading through the bugs, and players’ descriptions of them, on the Dwarf Fortress bug tracker can be very funny.”]
It includes work from a variety of designers and experts, including Emily Short, Darren Grey, Dr Mark R. Johnson and Kate Compton, to name just a few.
If you’re curious, you can preview the book over at CRC Press. I’d suggest reading the preface by Derek Yu (of Spelunky fame).
Procedural Generation in Game Design [Wordery, via Twitter]
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