Say I wanted to make an rpg that usages procedurally generated terrain. For my prototype, would it be more important to get the characters mechanics figured out first or the terrain?
You should start with whatever you feel like you’re best at finishing. Not everybody can keep motivated while working on different and broad tasks, and RPG character mechanics are sufficiently separated from environments that you can feasibly work on them independent of each other without ill effects.
I will warn you - procedural content generation of any kind tends to be a very big feature. For procedural environments, you’ve got to consider the set of rules for creating terrain. Will the entire world be traversible, or will there be areas players can’t walk on like mountains, trees, oceans, rivers, etc.?How will you guarantee that important locations aren’t impossible to reach? Will the entire world be procedurally generated, or will you need to create set locations like a starting point? How will the generator decide where the map ends? Will you be able to go from one map to another? When creating any procedural system, it’s critical that you strongly define the rules for creating the content.
One popular method for procedural environments is to create “puzzle pieces”. When building puzzle pieces, the environment is divided up into a grid and the generator randomly populates the grid with pieces marked as “corners”, “edges”, and “centers” - individually designed chunks of terrain that are hand-authored, that are then assembled by the procedural generator into a randomized grid. This way, you can guarantee the boundaries and general shape of an environment at large while retaining the randomized nature of procedural generation. It’s “controlled” randomness.
Just remember, any prototype should just be the MVP - the Minimum Viable Product. It doesn’t need to be the final product, it just needs to prove the concept. This means you need the minimum number of characters, the minimum amount of content, the minimum environment, etc. to show it working. You don’t even need it to be the [vertical slice] of the game; a prototype just has to prove out the one gameplay element it’s prototyping. One quest with a default character. One enemy to fight. One environment that’s procedurally generated and traversible. Your design will almost certainly change as you proceed, so it’s important to keep things as lean as possible until you really lock down the design. Once you figure out what is and isn’t feasible, then you build out your [vertical slice] and bring the disparate pieces together.
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