I
have to say that it was one of my favourite challenges. At the
beginning, the idea about AI and content generation was too general
and full of layers of development. My first attempt designing a system
to generate maps was an idea of covering too much implementation layers. I had to take measures about what a single human can do in a very
restricted period of time, sharing time with other five university
modules.
I
was thinking about a very accurate design of a map, loots, enemy spawn
systems, adaptation to the player level.. everything needed to play it.
The result of my researches impulsed me to change the point of view of
this project to other perspectives.
At
last, I decided to proceed designing my final year project following
some realistic ideas. How to create a procedural map generator for an
RPG game in a limited period of time, programming alone and supposing
that I am in a small indie company with a small investment.
And
the result: two independent modules working together. The first, a
windows executable file programed in C++, generating the topologies and
all required tests for a correct playable map. The second, a tile-based
system created in Unity3D that generates the visualisation and
navigation of the map from the Unity executable file. It was a kind of
simulation of a server that creates maps in a very light format and, a
device executable taking that sent data to generate the visual
environment. I have also developed a tool for designers to create the map from a png file with a simple color code of pure white and black for locked and open tiles.
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