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Organic RNG Maps
Dalius Gražinskis
Golem House
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”
When to use RNG maps
● Replayability
● Dynamic content
● Unknown map layout is part of the design
● Otherwise supports the design
Problem definition
● Generate random, open area, maps
● Terrain variety
● Easy extension with new content
● Fitting everything
● Natural look
● Easy editing for artists and designers
Research
Path of Exile
Diablo III
XCOM 2
Map Editors
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
Basic structure
● Room stack
● Generating model
● Generating view
Room variety
Map events Enemies
Waypoint Quests locations
Generating Map Model
Room placement
Room prioritization
Room placement approaches
Naive Smart
Connecting the rooms
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.
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.
Variable connectivity
Noise
White Worley Perlin
Drawing paths between rooms
Virtual terrain A* pathfinding through virtual
terrain
More “Natural”
Adding Noise
Erode and Dilate
Open (Erode => Dilate) Close (Dilate => Erode)
Cellular automaton
Conway’s Game of Life Dungeon generated with cellular
automaton
Cleanup
Varying settings
● Path size
● Dilate
● Noise density/scale
● Cellular Automaton birth/death rules
● Connectivity
Map Presentation
Processing stack
● Terrain
● Tile Textures and Clusters
● Decorations
Terrain - heightmap
● Triangle Division
● Diamond-Square
● Midpoint Displacement
● Fault Formation
● Particle Decomposition
● Voronoi Diagram
● Perlin Noise
Sample1 Sample2 Sample1 * Sample2
Tiles and Clusters
Decorations
Environment effects
Fog, sparkles and rays
Creative use of decorations
Lighting and camera effects
Map varieties
Conclusion
Concerns
● Reaching natural, hand-crafted feel
● Boring on a small scale
● Optimizations
● Too many settings
Roadmap improvements
● Adding life to the map with animated decorations
● Path decorations
● Meta-structures
● Sectors
Nice to have
● Map history, for example empty rooms with decorative scenes
● “Living” terrain
Questions?
Dalius Grazinskis

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Organic RNG Maps / Dalius Grazinskis (Golem House)