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L

ouis

evel

D

uprat

esign

PROCEDURAL
MAZE

OVERVIEW

Originally intended for a horror roguelike, our team wanted to use a procedural maze but the project was not completed. 

Being interested in procedural generation, I took up map generation on my own as a personal project.

WHAT DO I WANT TO PRACTICE

  • Design rules for procedural generation

  • See the different methods for procedural generation

  • Advance in programming (blueprint)

GENERATION

At the beginning, I want use this method :

  • Rooms are placed randomly

  • Edges between rooms are determined depending on their distances (minimal spanning tree)

  • Proper corridors are created for each link

  • The elements are spawned

But with this method, it was too procedural and I couldn't customize the room or the corridor so I looked for search another method.

Finally, I made : 

  • First, I generate a grid where I can chose the number of the raw and the column​

  • Next, I spawn the room from a list

  • From the Room 0 (the first room) I connect the others rooms with corridors 

  • Next come the clean :

    • If a corridor and a room have the same position, I delete corridors​

    • Each corridor has a vector (X and Y for the coordinate, Z for the type) 

    • ​For each position, I add up all the Z from all corridors to determine what I spawn (1, a plus or 2, a T)

Whether it's for the rooms or the corridors, I have a list where I can chose the probability to the spawn to increase the variability.

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WHAT NEXT ?

  • Continue to redesign the rules to avoid long corridors that lead to dead end (see the diagram)

  • Add a floor and connect the two floor with ladders or stairs.

  • Add a FPS controller and made others rooms / corridors.

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