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TDC 2006 - random level generation prototype

TDC 2006 - random level generation prototype
Name:Stefan Rampp 
Date Posted:Apr 16, 2006
Rating:3.5 out of 5
Public:YES
Comments:YES
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Profile Page:View profile page for Stefan Rampp

Blog post
TDC 2006, actually my first TDC, was a lot of fun. Next to getting to know the others, visiting a nice castle, while listening to the castle of an old and surely wise man and being led through a real(!) dungeon (that is a system of cellars), I prototyped an idea, that we might be using for a future project: random level generation.
A picture first:


In this screen, you see a randomly generated level consisting of modular difs. Placement of other mission objects, like items, lights, particle emitters, ... is also supported. The generation process is influenced by some parameters that can be defined by the user (size, dif types, item placement, ...). Using this system and some dif-modules allows fast generation of random dungeons, street systems and the like. There is still some polishing to do, some features to add, but basically it's finished. After polishing, I might be releasing this system with some modular difs as a "random dungeon generator pack" on www.3d-diggers.de, we'll see. By the way, the thingy in the upper right corner is an automatically generated map of the level. Only black lines are used right now, but custom bitmaps can be used if needed.

Some more pictures:

Some QuArK-fun


Some TLK-fun

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Christian Weber   (Apr 16, 2006 at 18:57 GMT)
Wow looks really nice :) good work!

Stefan Beffy Moises   (Apr 16, 2006 at 19:14 GMT)
Ah, there it is :) I told y'all it's a really cool prototype! Great work :)

Stefan Rampp   (Apr 16, 2006 at 19:52 GMT)
@Stefan: You beat me to it ;-)

Josh Moore   (Apr 16, 2006 at 22:26 GMT)
That is seriously cool. I love this kind of stuff. Would be sweet to see this used somewhere... maybe for a multiplayer dungeon raider game or something. ;)

John Kabus (BobTheCBuilder)   (Apr 17, 2006 at 01:40 GMT)
WOW! Now thats seriously cool stuff! :)

Paul /*Wedge*/ DElia   (Apr 17, 2006 at 05:05 GMT)
How'd you do that faux light ray effect in the last shot? Is it just the Volume Light with a good texture?

Stefan Rampp   (Apr 17, 2006 at 08:04 GMT)
Thanks everyone!
@Paul: That is indeed a volume light with a grass(!) texture. I needed something to play with, so I used, what I could find.

Vincent BILLET   (Apr 17, 2006 at 16:56 GMT)
Really cool job! keep goin'

Ted Southard   (May 10, 2006 at 17:02 GMT)   Resource Rating: 4
Nice! I had a similar system done a while back, but didn't use the prefab difs you did. Good work! :)

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