• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
infectedbrain

How should I approach my first random map generator?

5 posts in this topic

This winter break I decided to start a little game tech project where I randomly generate a map for a simple 2D game. This map will (hopefully) include grid based collisions and some random objects.

 

I just started this tonight and I made a nice little 100% psudo-random collision grid generator. (wow.. that makes it sound so much harder than it was) I makes a table of random CSVs that tell my level loader whether or not the tile is collidable.

 

Obviosly this method can't really work in a game and I am pretty lost to how to move on from here. I wanted to know if any of you good folks could give me a push in the right direction. How should I approach a generator like this? What do I need to keep in mind? Any good resources you know of?

 

thanks in advance,

Dartos.

0

Share this post


Link to post
Share on other sites

creating randomly filled levels is easy, making them align with your gameplay is difficult.

 

randomly created content generally has to be suited to your gameplay, otherwise it's pointless if you can't access some area simply because the map didn't generate a way to get their.

 

then after having some initial map, depending on how enemy's work, it could be as simply as throwing enemy's randomly into the map, or as complicated as assesing the map for area's where enemy's are most optimal to be placed, this is the same for any collectables(coins, gold, etc).

 

in my opinion, randomly created content/map has to be pretty much tailored to their specific games, while their are general overviews of randomly creating maps, how that map interacts with the player is vital in ensuring that w/e is created is enjoyable/fun/unique.

 

it'd be easier to help you if you told us a bit more about the gameplay mechanics, instead of us tossing out random information that may, or may not help you.

Edited by slicer4ever
1

Share this post


Link to post
Share on other sites
Here is a nice talk given by Grinding Gear Games on the random level generation used in Path of Exile, it covers quite a few points you might find both useful and inspirational :)
0

Share this post


Link to post
Share on other sites
I just in game generate rooms on a plane and then use a star to interconnect these with each other. Seeing my game is cube based I actually do this for multiple levels and then afterwards generate the geometry, collision information and room items from that in memory map. this will only allow you to generate grid aligned paths or rooms but generally works fairly well for a find the exit type of game. I also do not care whether paths cross each other, I do have to mention. Edited by NightCreature83
0

Share this post


Link to post
Share on other sites
it'd be easier to help you if you told us a bit more about the gameplay mechanics, instead of us tossing out random information that may, or may not help you.

 

The game I am making now is more or less a top down, real-time clone of Fallout 1. It will have the same style and kind of levels, junkyards filled with crappy cars, ruined cities with buildings, and deserts with nothing but rocks.

 

This project is just for me to learn how to generate levels so it isn't going to be as extensvie as Fallout so the levels don't need to be amazing. I am guessing I will need a different level generation algorithm for each type of level but I assume that if I learn how to make it for one, the rest shouldn't be that hard.

 

I just in game generate rooms on a plane and then use a star to interconnect these with each other. Seeing my game is cube based I actually do this for multiple levels and then afterwards generate the geometry, collision information and room items from that in memory map. this will only allow you to generate grid aligned paths or rooms but generally works fairly well for a find the exit type of game. I also do not care whether paths cross each other, I do have to mention.

 

What do you mean by "use a star to connect them"?

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0