Archive for September, 2006

Replicators!

Continuing in my pursuit of algorithmically generated game content I finally got hold of some good snapshots from a Second Life replicator attack (thanks PE/Rand). This one took place in one of the worlds starting zones and eventually brought down some areas in the grid. The process begins with a designer scripting a new object […]

Pattern Recognition

I have always been intrigued by the potential uses of algorithmic techniques for content development. Mathmatical functions can create complex architectural and organic structures. From the perspective of a independent developer or amateur games designer, math made content can be both an aesthetic choice and an efficient way to bypass the time sink of heavy content creation. […]

Class and Balance

One of the recurring problems in MMOs is the issue of class balancing. In traditional FPS online deathmatches there is no functional difference between players abilities other than which weapon they have picked up. Most ‘VS’ games were based around the ‘every man for himself’ approach, with an equal skills base for all participants (same avatar […]