Closed xurxodiz closed 12 years ago
I am increasingly not sure about this issue.
I think it may be best to just design for ourselves the grammars. The NES game had a lot of ad-hoc placement beyond the scope of this project, and many stages are just not suitable for finding a pattern (water levels, piranha pipe levels, etc).
I'm closing it for now.
What can we learn for level design from the classic Super Mario levels from the NES game?
Things like gap width, enemy frequency, block-coin relative placement ...
A first draft by hand has been made, but color-coding the elements in Photoshop can throw some new light that help us hardcode the probabilities for the automaton (see #8).
It would also produce some cool graphics for the report, easily reflecting design decisions that may be difficult to notice in text form.