This week’s task was to overhaul Project Y4‘s node hacking maze minigame, turn it from a disparate collection of ideas and into a proper game.
Shall we see if I succeeded?
This week’s task was to overhaul Project Y4‘s node hacking maze minigame, turn it from a disparate collection of ideas and into a proper game.
Shall we see if I succeeded?
I have always been interested in procedural generation of game content, but had always been too scared of the maths to ever try it.
Then, with the dawn of Project Y4 (and the desire to shoehorn every trick in the damn book into a single Warcraft map), I finally indulged my desire to produce pseudo-random content and started work on a procedural maze mini-game.
After finishing that (or at least, the terrain production part of it), I maintained my interest in some of the procedural generation resources I had come across and looked a little further…
Continue reading “Blog 443: Procedural Generation Y4 (Take 2)”
So in the previous entry, I talked about making a procedural maze generator for Project Y4. This was fraught with danger and frustration, but ultimately successful.
I’ve always wanted to get into procedural content generation. So I’ve decided to attempt to implement it in Project Y4: the node-hacking minigame will require you to navigate a generated maze, possibly dealing with obstacles or gathering items…