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Procedural Level Generation For A Top-Down Roguelike Game, Kieran Ahn, Tyler Edmiston
Procedural Level Generation For A Top-Down Roguelike Game, Kieran Ahn, Tyler Edmiston
Honors Thesis
In this file, I present a sequence of algorithms that handle procedural level generation for the game Fragment, a game designed for CMSI 4071 and CMSI 4071 in collaboration with students from the LMU Animation department. I use algorithms inspired by graph theory and implementing best practices to the best of my ability. The full level generation sequence is comprised of four algorithms: the terrain generation, boss room placement, player spawn point selection, and enemy population. The terrain generation algorithm takes advantage of tree traversal methods to create a connected graph of walkable tiles. The boss room placement algorithm randomly …