Developing with a design driven approach: generating adaptable open world maps for "Treasure Tile". How to give a hand-crafted feel to randomly generated content.
3. Personal introduction
● Have worked in game industry since 2015
● Lead programmer in an indie game studio called Golem House
● Favourite games are “Diablo”, “Half Life” and “XCOM”
4. When to use RNG maps
● Replayability
● Dynamic content
● Unknown map layout is part of the design
● Otherwise supports the design
5. Problem definition
● Generate random, open area, maps
● Terrain variety
● Easy extension with new content
● Fitting everything
● Natural look
● Easy editing for artists and designers
11. Resources
● Procedural Level Design in XCOM 2
○ https://youtu.be/5jrq5rDI4dk
● Procedural World Generation in Path of Exile
○ https://youtu.be/EXnoHTqO7TE
● Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'
○ https://youtu.be/AdCgi9E90jw
● Herbert Wolverson - Procedural Map Generation Techniques
○ https://youtu.be/TlLIOgWYVpI
21. Delaunay triangulation
A Delaunay Triangulation is a specific type of
triangulation such that no triangle's points are
inside the circumcircle of any other triangle in
the triangulation.
22. Minimum spanning tree
A Minimum spanning tree connects all rooms
in such a way that all vertices are visited without
cycles with minimum number of edges.