Procedural Generated Content

Where to find all the information? (outdated)
Here is a link to the entire documentation and description of our Procedural Generated Content, how it works, research and updates.

Procedural Content Bible

Developers
Designer(s): Radu Teodosescu

Programmer(s): Dave Ruptash, Luca Quartesan, Channing Eggers

What is this feature?
Space, sectors and on-foot levels are all generated procedurally using the Universe Tool through grammar graphs. Rules created by designers determine the type of forms the generation will take, from the number of ships to chose from in a sector to the layout of rooms inside a ship and the number of drops attached to each room.

Why do we have this feature?
Procedural Content Generation or PCG has the main goal of adding replayability by increasing variety while lessening the workload.

Design Pillars | How should it be designed?

 * 1) Replayability - The player is encouraged to replay the game over and over to get a different result that influences his decision making and adds variety to his experience.
 * 2) Consistent Playtime - The generation should be dictated by time played so that there aren't massive variations in play time from run to run.
 * 3) Consistent Difficulty - The difficulty from run to run needs to stay consistent so that the amount the player progresses in the game is tied to their skill gain, not the roll of the dice.