ZodiacMentor

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Oct 2nd, 2021
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  1. Procedural generation of levels in 2D-platformers and especially in metroidvania-games
  2. is usually restricted to templating. Hand-picked content creation and dungeon generation
  3. algorithms were analysed and implemented. To determine the viability of the created
  4. levels, a testing environment was implemented. Implementation was done on Unity3D
  5. game engine using Linux operating system.
  6.  
  7. The results of creating levels with both classical dungeon generation algorithms and
  8. combining and modifying analysed algorithms were compared with each other. Created
  9. levels were also compared against an analysis of Metroidvania levels.
  10.  
  11. The testing environment was developed so that the results could be tested. Playable
  12. levels were created with both of the methods. However, the combined and modified
  13. version generated more structural levels, and were also closer to Metroidvania-levels.
  14.  
  15. Using other algorithms for generating levels other than classical dungeon generation
  16. was not completely useful. Only the usage of space colonization algorithm provided any
  17. noticeable positive effect. To create a completely working level, more than just level
  18. geometry is needed, which requires more research and development. The results are
  19. however promising, and they are a good stepping stone for further work.
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