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Manage episode 151569591 series 1032054
Content provided by Greg "Golem" Livingston and The Commune. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Greg "Golem" Livingston and The Commune or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
20XX is a platformer in the vein of MegaMan, only its levels are generated on the fly. What kind of levels does this process make? How are levels distinct from one another, and how is one run of a level different from your next run of it? How are the game's challenges influenced by its procedural generation, a seemingly random level design? Michael Cook hosts the yearly Procedural Generation Jam. For our second segment, we discuss his article "More Unpredictable Stuff" in light of 20XX.
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94 episodes

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Archived series ("Inactive feed" status)

When? This feed was archived on March 12, 2021 01:09 (3+ y ago). Last successful fetch was on March 06, 2020 12:19 (4+ y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 151569591 series 1032054
Content provided by Greg "Golem" Livingston and The Commune. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Greg "Golem" Livingston and The Commune or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
20XX is a platformer in the vein of MegaMan, only its levels are generated on the fly. What kind of levels does this process make? How are levels distinct from one another, and how is one run of a level different from your next run of it? How are the game's challenges influenced by its procedural generation, a seemingly random level design? Michael Cook hosts the yearly Procedural Generation Jam. For our second segment, we discuss his article "More Unpredictable Stuff" in light of 20XX.
  continue reading

94 episodes

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