Hi guys,
This year at Uni my group’s been tasked with creating a game to advertise how super-cool-fun the games and entertainment systems department is.
What they’re expecting is like a side-stroller or zelda clone something, but we’ve been given free reign to do whatever we like as long as its a 2D ‘shooter’ style thing.
We’ve been discussing some ideas based around procedurally generated worlds, with the idea of having a ‘massive game world’ for the players to explore. There will be some aspect of questing (eg, go here, kill that, find this, save the npc, etc) on top of this.
What I’m researching at the moment is how feasible it will be to use procedurally generated textures (turbulence, veins, noise, and such) as part of our level generation.
For example, say we need a forest with loads of paths - i use a ‘veins’ type of texture (i think there’s one in most 3D graphics packages) as the map for the tree density, so we get a load of trees with paths in between them.
Does anyone have any experience of using this approach to generate levels? I have done some experiments with this (see this post) in the past using bitmap images as my map.
How exactly are procedurally generated textures actually generated? Are there a set of well known equations or is it more of an art?