Procedural Generation

2017
0D
0
Procedurally generated pixel terrain featuring various ground layers, rock walls, and trees. The ground is adorned with flowers, patterns, grasses, scattered stones, and bushes.

About

This project is dedicated to the development of a tool for procedural generation of 2D levels, including landscapes and dungeons that can be interconnected. These levels and level sequences can be regenerated or reconfigured using seeds. Within these levels, additional objects such as houses, trees, and more can be created to breathe more life into the levels. It was crucial to provide the tool with maximum flexibility for developers. All of this was developed as part of my bachelor’s thesis.

Screenshot from a Bachelor Thesis on procedural dungeon generation, showing a map overview of a dungeon with variously sized and uniquely decorated rooms.

Review

The development of the tool was marked by challenges. On the one hand, it required dealing with the complex field of algorithms, my “arch-nemesis.” On the other hand, it necessitated exploring new ways to generate specific patterns and integrate them into a central system. Months later, I am reaping the benefits of my thorough documentation. The tool is now being successfully utilized in a new project and exclusively expanded for the generation of landscapes.