Procedural Generation of Two-Dimensional Levels
Marttinen, Arttu (2017)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2017113019162
https://urn.fi/URN:NBN:fi:amk-2017113019162
Tiivistelmä
This Bachelor’s Thesis investigates level generation methods of two-dimensional games. The goal of this thesis is to create a two-dimensional level generation algorithm for an action role-playing game. The game itself will be progress-oriented but exploration should also be a great part of the gameplay.
The game’s specifications come with certain requirements for the two-dimensional generation. The algorithm should be able to create a level with cave networks of modifiable sizes. In addition, the algorithm must be able to generate biomes that are not directly related to their position in the world.
It is desirable to have the level generation be as optimized as possible, however, there is no set time limit for the generation. This decision was made because of the sheer size of the generated levels is relatively large and the levels are not being generated often in a game such as this.
The conclusion regarding which algorithms to use was made after taking multiple ones into consideration and testing their flexibility. The terrain generation was implemented using as few algorithms as possible.
The algorithm created in this thesis fulfills the requirements. It yields levels that have vast differences, yet share some undamental characteristics. The cave and biome generations are separate, meaning that the generation of one does not affect the other. The levels have clear cave networks and they look generally pleasant.
The game’s specifications come with certain requirements for the two-dimensional generation. The algorithm should be able to create a level with cave networks of modifiable sizes. In addition, the algorithm must be able to generate biomes that are not directly related to their position in the world.
It is desirable to have the level generation be as optimized as possible, however, there is no set time limit for the generation. This decision was made because of the sheer size of the generated levels is relatively large and the levels are not being generated often in a game such as this.
The conclusion regarding which algorithms to use was made after taking multiple ones into consideration and testing their flexibility. The terrain generation was implemented using as few algorithms as possible.
The algorithm created in this thesis fulfills the requirements. It yields levels that have vast differences, yet share some undamental characteristics. The cave and biome generations are separate, meaning that the generation of one does not affect the other. The levels have clear cave networks and they look generally pleasant.