IMPORTANT: 

This is not a game, it's just a Procedural Generation Visualizer for a game I'm currently developing. 

This tool is NOT blind accessible, but the final game will be. 

Monsters of the North (MOTN) is a turn based RPG about befriending monsters and going on an adventure.

Since Procedural generation is planned to be a significant part of the game I've been spending the last week creating a Binary Space Partitioning algorithm and combining it with a Cellular Automata System. 

The result is this little HTML visualiser you can click on to see how the procedural algorithms can be combined.

Binary Space Partitioning (BSP)

This type of algorithm is good for creating Square shapes or human made structures.
This is typically used for generating dungeons or caves. A classing example is the 1980 game Rogue.

I start with a square and then divide that square randomly in two. I continue dividing each square again until I have a random set of squares. Then inside the smallest squares I randomly define a Room.

I connect Room with a corridor, and it's possible to adjust the space between rooms as well as the minimum size of the rooms. 

Cellular Automata

This type of procedural generation is good for creating organic shapes, like caves or forests. First I generate a grid of randomized pixels, then based on a set of simple rules I decide if each pixel should stay the color it is or flip to another color. The rules are based on each neighbour: If many neighbours are a similar color, the odds are high that the pixel will flip.

The idea is to use both of these algorithms together to generate a map for the player to explore. Since the game will have a mix of human made structures and nature, it seemed natural to merge the two together.

Instructions

- Press the "Generate" button to create a new map. 

- When satisfied, add the maps together with "Overwrite" and "Overlay".

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