Posts

Showing posts from October, 2017

Methods for procedural Level Generation. Part 1

Image
Methods for  procedural Level  Generation. Part 1 Bellow I will highlight various methods of PLG. This method is from    Marcin Seredynski  and can be found here . First Marcin set some rules for the dungeon A  room  is a large area that has one or more exits A  corridor  is a narrow and long area that may be sloped, and has exactly two exits A  junction  is a small area that has three or more exits His Algorithm is as follows:   Each dungeon piece is marked with its connection/exit points. The Generator has a set starting piece and stores that rooms exit points. new pieces are randomly chosen (they still follow some rules) and attached to the exit points of the list (and are deleted from the list). Then the new rooms have their available points added to the list.  This is repeat until the dungeon is built. Marcins algorithm for creating a level.  Benefits It gives the room designer comp...

Game Description and what I want my procedural level generator to achieve.

Image
Laying down the requirements. In order to research and compare the different techniques in which game levels are created, I first need to establish what features I am seeking in my generator. It seems that to build a procedural generator you need to know the requirements of the game or  else you are building something generic. The three first procedural level generators I have read about, base their features on the games needs.So bellow I will describe my idea for a VR survival game and from there i will set my dungeon generator's requirements. All of this of course is subject to change. A description of my future game. My personal project of procedural level generator I will refer to as Dungeon Generator.  As with many  procedural level generator they are designed based on the games requirements it will be used in. The game I intend to use it for can be described as a survival game, the player is placed in a labyrinth and has to find the exit and escape whil...