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.
​​
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.
​
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.
​
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
​
Basic features:
- Terrain generation
- Json formats for user-defined parameters
- Auto records for seed, parameters, and results
​
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)
​
Challenges:
- Selection of generation algorithms
- Complex json format
- Performance (generation time) issues