[Prototype] Random Space (procedural level generation)

edited in General
Hi people,

I have been experimenting with procedural level generation lately and have learnt a lot. I'd like to share these 2 showcases with the community.

Here are 2 techniques I looked into, the 3rd is a Perlin noise height-map for doing a random sine-wave like landscape (not demonstrated).

Example 1: Corridor algorithm

Prefabricated (Tiled editor) rooms with 1 entrance and 1 exit are aligned randomly to create a long level where player moves from room to room. There is also a basic edge tile transition to make it look more natural.



Example 2: Cellular Automata

This example uses a technique to create a cave like environment. This environment is also destructible and I have started adding some basic game mechanics which inspired me in games like Descent, Gravitar and Thrust from the 80's and 90's.



Regards

Comments

  • hiya, the exercise is random level generation.

    If there are any other techniques you are aware of to create random levels, I would appreciate a pointer to a site with some research material or any experience the local community has had in this specific area?

    Thx
  • Great stuff you've got going. I'm a great fan of perlin/simplex noise :)

    In the last Ludum Dare I built a random space generator that could generate infinite space levels that consisted of random celestial bodies (moons), the odd enemy space-thing and clumps of stuff to collect. There wasn't any perlin noise involved but I did use stratified random numbers to keep the variance of my moons at a managable level. To make infinite levels I implemented a "chunking" feature which represents the level as a sparse matrix where cells are filled with procedurally generated level-ness as the player comes close to them, a-la Minecraft.
  • Hey man! I've got no clue about random generated levels but I just want to say well done it looks really cool! :)
  • @karl182 Thanks! It was fun building it. Procedural gen is great because it surprises you when you play the game as the developer and see different things all the time :)

    @jellymann Thanks for the insight... I'll read up on Minecraft's approach and stratified random numbers to see if I can do a prototype using the tech. BTW: I downloaded your game No Hawking and played it. I really like the concept. Also the strange ambiance and music is perfect. Another thing that I really liked was the camera tracking wasn't exact. There seems to be some cool lerping happening which felt spot on - I might copy it in some of my games if you don't mind. Good work.

    Thx for the feedback guys! Appreciated :)
  • @konman Yeah i can imagine! Some of the procedurally generated stuff people come out with these day blow my mind! :)
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