Here, I explain how I researched and designed a procedural history generation system for my indie game CultGame. I researched Dwarf Fortress, Betrayal at House on a Hill, and Caves of Qud to inspire my own method of procedurally generating history that is reliant on use of the Roulette Wheel Selection Algorithm.
/*** Links ***/
Follow CultGame here: [ Ссылка ]
Tip me on Kofi: [ Ссылка ]
Check out all of my other links here: [ Ссылка ]
/*** Video Chapters ***/
0:00 Intro
0:46 Researching how to procedurally generate history
5:28 Design of my procedural history generation system
11:00 Introducing the prototype history generator
11:30 Viewing the procedurally generated histories
20:52 Outro
/*** Attributions, sources, and references ***/
Assets used: [ Ссылка ]
Paper from Caves of Qud Developers on their procedurally generated history algorithm: [ Ссылка ] (Distributed publicly by Grinblat via his GDC presentation)
Music by Evan Stevens
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