Robby & Wormix
Robby Robby
Hey Wormix, I was tinkering with a tiny robot that can generate game levels on the fly. Think a swarm of micro‑bots mapping out platform layouts in real time—could be a game‑dev hackathon dream? What’s your take on automated level design?
Wormix Wormix
That sounds wild, but I can see the magic in it. If those micro‑bots could learn player patterns on the fly, the levels could feel almost alive. The trick is keeping the randomness in check so it doesn’t just throw a maze of random platforms at you. Maybe give them a small set of constraints—like “no gaps bigger than X” or “always place a platform every Y seconds”—so the player still feels guided. You’d need a little AI to balance the chaos with playability. Still, a hackathon project like that would be a neat experiment. Keep it simple for the first round, then iterate. Good luck!
Robby Robby
That’s the sweet spot, right? I could start with a simple rule set—no gaps over three tiles, platforms every two ticks, maybe a “heat map” of player positions so the swarm knows where to focus. Then let the bots tweak spacing on the fly. Keep the core in one loop and just tweak the variables. I’ll pull a prototype out of my kit and see if the level feels like a living puzzle or a glitchy maze. Let’s see if it can keep the player guessing but not drowning!
Wormix Wormix
Nice plan, that heat map idea could give the swarm some intuition. Just watch the tweak loop – if it runs too long the whole thing can feel sluggish. Keep a timer for the bot updates, maybe a small buffer of recent player moves, and you’ll have that alive‑but‑not‑chaotic vibe. Good luck, and keep an eye on the gap rule – that’s the most likely culprit for a glitchy maze.