A look on how Diablo 3 uses procedural level generation

I found this video of a game I know well, Diablo 3 and it explains how they procedurally generate their levels.



Some things I took from this.

First based on certain rules they use an algorithm to create a layout on a grid based system.
Then place out the sections on the level. This works with their sections all been a specific size.
Some open areas in the game are always the same entrance exit, in other words some external maps are premade but they have gaps in them which are filled up with events randomly.
I found this useful maybe if in my game I always want them from the beginning to point A,
my starting piece could be a prefab of  an entire complex of rooms and corridors(including the starting rooms and the room A) with some random events (or none) .

As I am finishing the maze layout I have started to consider for furniture, loot and enemies are distributed. In this video Diablo used preplaced points as potential points for the above to be spawned. 
Diablo been a triple A game has an amazing editor for the monster generation.

For my game I would like some of the furniture placement random, that though generates more checks such as is the furniture facing the correct way?  If the furniture blocking an exit?

Comments

Popular posts from this blog

Player stats and brightness.

Testing the PLG

More work done on the interface, saving data.