Tuesday 22 March 2011

Dynamic Level Generation Part 2

The next step is to apply a stricter placement algorithm in order to generate better shaped walls and avoid boxing off a free area. This is done by checking more spaces around the block to place. This allows us to create straighter and less chunky walls:
The final problem with adding the walls, as can be seen in the above image, is blocking off the path from top to bottom. In order to make sure this doesn't happen, we check the last block being placed in each row and check if it is going to block off the route. If it is, simply don't allow a block to be placed, which gives us our final result:
A dynamic wall generator with a few concrete rules specified by this version of the Decision Tree:

The next step in dynamic level generation is adding moving obstacles.

No comments:

Post a Comment