More procedural generated goodness.

Posted by Fabio on Nov. 5, 2011, 10:17 p.m.

More, more, more.

It took a long while (see: all day) but using the drunken walker method I finally got some very nice procedurally generated levels working. The water is a bit clunky and I haven't done tiles yet but the system is there.

Now… what to make with it. Ideas? I was thinking of a platforming roguelike, or an exploration game?

Comments

Taizen Chisou 13 years ago

Well, it certainly piques my interest.

I'm going to look up whatever this method is before suggesting anything.

Fabio 13 years ago

In layman's terms, you basically have a 'miner' (or 'digger') that randomly goes up, down, left, or right, and 'carves' out a chunk of space when it lands. There's a percentage that another digger will be created from your original (I set mine at around 8%) and copies from copies and so on and so forth.

Taizen Chisou 13 years ago

Oh, interesting. I never quite got random level generation down.

But wouldn't you need to create like dozens of initial diggers to get an area larger than, like, your player times five?

Fabio 13 years ago

Nope, the initial digger usually covers a really wide space, plus any duplicates it makes.

Alert Games 13 years ago

Its like a more cave-like look and feel and similar to spelunky. :o

Moikle 13 years ago

You should give the diggers a goal destination, randomly placed, far away, some of the diggers should be slightly biased towards that direction, so there is some sort of progression in the level rather than just one cavern like these.

Alert Games 13 years ago

^that would be a cool idea

orange08 13 years ago

jealousy overcomes me,

now I must make something with procedural generation :0

JuurianChi 13 years ago

I'm making some thing with Procedural generation.

U jelly?

Rez 13 years ago

^yeah, he's not