We’ll walk through the big picture of generating missions using classic machine learning and recurrent neural networks for roguelike games.
Perhaps you’re familiar with procedural level generation; well, in this post, it’s all about procedural mission generation. Hi all! My name is Lev Kobelev, and I’m a Game Designer at MY.GAMES. In this article, I’d like to share my experience of using classical ML and simple neural networks as I explain how and why we settled on procedural mission generation, and we’ll also take a deep dive into the implementation of the process in Zombie State.
waves So, before even working on the missions proper, we’ve already defined some rules: To maintain a constant sense of action, make sure to frequently spawn regular zombies close to the player at visible points. In order to highlight the exit or push the player from a certain side, strive to primarily spawn long-range battle enemies near walls On occasion, spawn special enemies in front of the player, but at invisible points.
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