generation = random
For some time now, we’ve experimented with random generation. This can in many ways help to randomize layouts, and even create terrains and resources. Although it might sounds simple and easy - we have made sure to lay a rather solid foundation in place, to make sure that the randomization has some logic attached to it.
For instance:
Do not spawn gold on top (within) the graphic of a mountain, leading the player towards certain doom, since colliding with a mountain would bring the players health value to zero.
Stuff like that. Of course, this is just a very simplified example, the randomization goes way deeper - and can get way more complex than this.
What this research and experimentation has done, is bring more diversity to level design, and challanges contained within said levels. To be perfectly clear; not every type of game is suited for randomization or randomly generated content and/or resources, this count for a very specific type of games and genres.
In our cases - it has brought more life and action into our titles, and we are very pleased with the results so far.