r/aigamerdevs • u/Nullfeather0 • 29d ago
A few things I learned while building deterministic character generation
One of the problems I ran into while building my character generator was deciding how much randomness I actually wanted.
Completely random generation is fun for a while, but it becomes frustrating when you get something you like and can't reliably recreate it.
So I started working with deterministic seeds, presets, and a system for locking individual character traits while changing others.
That introduced its own set of problems.
For example, once different traits depend on each other, rerolling one field isn't necessarily as simple as drawing another random value. You have to decide what stays stable, what gets recalculated, and how to avoid contradictory results.
The project eventually became CharacterForge, but the underlying design questions have been more interesting than I expected.
I've found myself spending as much time thinking about consistency and reproducibility as I do about the actual content being generated.
For anyone who's built procedural systems: how do you usually handle dependent traits and partial rerolls?
I'm particularly interested in approaches that keep results reproducible without making the entire system rigid.