Joseph Skinner Games Developer
Utilising Procedural Generation Techniques to Construct Organic 2-Dimensional Levels
Procedural Content Generation (PCG) is one of the most important aspects of modern games. It can be utilised to map large areas of space within a very short time-frame with little resource expenditure. For some games, PCG is used to such an extent that it is the primary mechanic and selling point.
Using Unity, I wish to develop a large-scale, 2D top-down survival game that is entirely procedurally generated. It is my aim to use a few PCG development techniques to produce the world of the game. This means during runtime, the terrain, foliage, and resources will be generated in an organic and realistic way.
For the terrain I am going to use Perlin Noise for the Overworld, and Cellular Automata for the Caves. These AI techniques will automate the tile maps of the level. The game objects such as trees and raw materials will then be placed using “Poisson Disc Sampling '' to give them an organic layout in the level.
Trees, rocks, animals and other natural resources will be dotted around the map for the player to harvest. Some items will be rarer than others, or will only spawn in specific biomes. With the goal of the game being to sail home on a hand-crafted boat, the player will be pushed to explore every inch of the play space to gather the resources required to escape.