Overdosed - A Trip To Hell

Update 25th April

Hello all! I wish I could get around to doing these updates more often but as you might imagine, creating a random level generation algorithm (that actually works properly) takes a lot of time and focus. I’ve managed to do some pretty sweet things though! I have some paths loop round to each other while maintaining the integrity of my game design ideas (basically sections behind a locked door are still only reachable though the locked door).

://www.lazygames.org/uploads/2/4/8/8/24881910/9684895.png?673

I have the main tile generation stuff done, the next step will be replacing all the whittle tile rooms to actual rooms. You can see above I have already have basic corridor tiles which have replaced the white ones. I plan for each tile to spawn in different objects so it doesn’t look repetitive. Collectable items such as weapons/health/ammo will be hidden (hopefully quite well) and will blend into the scenery. It will be very different to Arena; pickups won’t be glowing and obvious. in Adventure you’ve really got to scour the level for these things.

Below are a few images showing how the generation system does what it does.

://www.lazygames.org/uploads/2/4/8/8/24881910/40241.png?424

It all branches out from the start room, one tile after another. Each tile has about a 90% chance of being a corridor, else it’s a random room. Corridors are more likely to be a straight piece rather than a corner or 3-way piece giggity. Once there are X amount of rooms in the level, it then caps everything off with the small red rooms.

://www.lazygames.org/uploads/2/4/8/8/24881910/7441212.png?428

So after all that, each tile piece looks around them to see if they run adjacent to any other sections, if so there is a chance they will connect to them (creating potential for looping - there would be more than 1 path to get from A to B). The blacked out areas show a section that will be blocked off at the end by a locked door. This section can keep itself nice and separate.

://www.lazygames.org/uploads/2/4/8/8/24881910/8989076.png?429

The next step is to replace all these tiles with actual rooms and corridors, and of-course to make it look sexy as ****. It’s all WIP (work in progress) so changes will be made to this generation system and I will be able to show off more visual stuff soon.