http://techzwn.com/malevolence-the-s...pg-with-style/
Malevolence isn’t all about bringing back old-school features though. Norton is also bringing a few unique features to the genre. The game has an infinite, randomly-generated world, but it also has a storyline within it.
“The world builds itself using a formula based on the player’s co-ordinates, so as you travel, the world is being built around you. But if you go back the way you came, everything is still there,” he said. “A lot of work has gone into that formula to make it generate as incredible environments as we could muster.” According to Norton, most of the work right now is going into perfecting the dungeons, but after that, outdoor environments and cities the engine creates will be the focus.
The game’s story will also be generated by the formula. “Everyone who plays the game will experience the same world, but because it never ends, we’re hoping that will inspire people to start communities where they can show off places or items they’ve managed to find that other people may not have found yet,” Norton said.
“All of the quests, items, NPCs, even dialogue in the game is generated by this core formula, so as the player keeps exploring, the game keeps making more content for them to play with,” he said. “It took nearly two years to get it to work, but it’s working beautifully!”
This will be backed with procedurally generated content, which according to Norton, “means is that the in-game world only exists when the player is looking at it, as it is generated according to the co-ordinates of the player. Instead of levels that are hand-made by level designers, the game relies on a set of very advanced mathematical formulas which generate the world around the player according to where the player is in the world at any given time.”
The system lets players travel on forever, and the game will keep generating content as they go. The same system generates the items, quests, dialog, and other features, “so the player will never run out of things to find and do,” he said.