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Programming

2D "Level Chunker"

baconman
Monday, October 3, 2011 - 01:06
baconman's picture

http://www.box.net/shared/sy27m919pe3vsti74mn8

Here's a nifty "level chunk" generator that I've built for flexible level design purposes. It starts off by randomizing a set of screens between 3 different colors, then it uses a technique like Perlin Noise to check neighboring rooms for those of the same "color." The sublevels are designed to mutually block those of the same color, and connect to neighbors of different colors, and there's a couple of alternative calculation methods allowing for screens to be offset horizontally or vertically half a screen.

The "double offset" calculation began as a result of room offset misdesign, which still isn't corrected, although it can work in theory still. I'm just too lazy to fix that right now, and it's just a prototype. The actual level chunker that I'm using will actually contain full, screen-size level chunks. And while they're all copypasted for the sake of expedience, each "color" of sublevel chunks can contain completely different sets of sublevel designs, meaning that practically any game that utilizes some form of 2D mapping can be dynamically designed by a tool like this.

There may also be one chunk-design flaw with rooms that should be open to the top (and instead, is to the bottom), although I did upload a fixed version which I'm hoping is this one.

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bart
joined 14 years 6 months ago
Monday, October 3, 2011 - 09:22
bart's picture

Standard warnings about running an unknown .exe file apply. :)

Have you considered distributing a compileable version with it?

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