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