Game
Rhythm, Paper, Scissors
8 years ago

Random Level Generation in Rhythm, Paper, Scissors


Hello everyone, my name is Mattis and I am one of the programmers of our team. In order to explain what I am creating and what my role is properly I need to first explain how the game is structured.

We start out with a “tutorial level” where we introduce the basic mechanics of the game. After the tutorial level is completed we want to randomly generate a new level that incorporates the mechanic that was shown during the previous tutorial so that you can get a hang of the mechanic. Then we move on to another “tutorial level” and then after that we want to generate a more complex level and use both mechanics.

So, my current role in this project is creating the random level generator that can create the levels between the set tutorials. My personal goal for this project was to learn more about random generation which is something I have no prior experience of but it is something that I find very interesting. The second part of my goals for this project was to create something that would save time for us developers when we want to create levels. Random generation is also something that will increase variety of the levels if you want to play the game multiple times. These first two weeks I have been looking at different ways of generating random levels and I decided I would just start out with a very basic first version that could generate an empty level. I recently completed it and I’m here to show you what it looks like currently.

Here I have generated two different levels using the same variables. (Please ignore the fact that the player model has a white square around him, it’s just a placeholder so I could visualize where the player would spawn)

5d0a9930965ca.png
5d0a993354ad4.png

Right now I generate a random amount of rooms based on a range I set in the unity editor. I generate corridors that connect the rooms together and I spawn the player in the first room. Now you might notice that the player isn’t located in the first room in the second picture. While you’re right in saying that, technically he is in the first room that was generated. The level generator has no restriction to make sure it doesn’t place rooms on top of other rooms, the third picture visualizes how the rooms have actually been generated. (Please excuse my awful paint skills)

5d0a993634f61.png

As you can see the first room is generated in a correct position but the fourth room is generated on top of the first. We haven’t really decided if it’s something we want to fix or if we want the possibility of having maze-like levels where rooms can connect to more than 1 other room or if we want linear levels.
In the final picture I generate a level with 20 rooms which leads to some interesting results.

5d0a993902aa1.png

That’s it for me for this week. Next time I can hopefully talk about generating some actual content into the level and being able to playtest the generation to see how it feels in the actual game.
Thank you for reading and see you next time!



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