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Proposal

This project aims to design and implement a procedural generation system for game engines. Game developers can use this feature to dynamically generate a large amount of game contents with parameters, reducing manual work.

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Definition:

A procedural generation system (PGS) is a system that creates contents based on algorithms instead of manual work. PGS are aimed to create endless and replayable game experience.

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How to use:

Users will create json files to define the parameters for generation. Then, the system will generate game contents algorithmically, specifically terrains, and levels with game objects, based on the user-defined parameters.

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Simple examples:

 - Terrrain generation

   User-defined parameters:

   Scale: 10000 * 10000 grids

   Water coverage: 30%

   Landscape undulation: smooth

 - Level generation

   User-defined parameters:

   Scale: 100 * 100

   Objects: Chest

   Coverage: 5%

   Generation algorithm: uniform

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Basic features:

 - Terrain generation

 - Json formats for user-defined parameters

 - Auto records for seed, parameters, and results

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Optional features (will be implemented if time allows):

 - Level generation with game objects

 - Connection of terrains generated with different params

 - Connection of levels as a networked maze (like dungeons with connected rooms)

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Challenges:

 - Selection of generation algorithms

 - Complex json format

 - Performance (generation time) issues

©2024 by Junxuan Hu, a gameplay programmer and technical designer.

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