2017 is finally coming to an end and I don't have much that I can is completed as of a couple of hours ago I can proudly say that my son and I finally finished Thimbleweed Park without a walkthrough. This is very exciting as I not only had a great time playing a brand new adventure game by one of my heroes Ron Gilbert but also was able to share the adventure with my son who is now hooked on adventure games. Completing the game was also another reminder that as a creative person I need to balance creating with consuming. As a full time game developer it can be exhausting when your hobby is also game development and many times you burn out on making or wanting to make to much while not consuming nearly enough. So while it would have been nice to write down a nice list of accomplishments from this year I am just as happy to write down that I learned it is just as important to feed your creative side as it is for you to create stuff and most importantly to share that experience however you can with the people you care about. I am truly excited for 2018!
The level generation system in This Is Dungeon uses a few different ideas to produce the final levels but I'm just going to go over the first right now. Levels are generated using the Dungeon-Building Algorithm by Mike Anderson . This algorithm is very simple to implement and gives really good results. The levels generate very quickly and the player is guaranteed to be able to reach every room of the level. random dungeon no choke point. After playing around with the generated levels in game I started wanting to be able to break the map up into multiple sections. Since the features are built one at a time from a previously built room I realized I could just tell the generator how many sections I wanted to break the map up into and divide that by the number of rooms it was trying to generate. The result being the number of rooms that should go into each section. With that info you just keep track of the rooms already built and when tha...
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