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Procedural Level Design in Eldritch David Pittman Minor Key Games

Dive into the world of Eldritch, a Lovecraftian action roguelike game with handcrafted and compact levels inspired by H.P. Lovecraft's eerie universe. Learn about the innovative procedural level design process that enhances player experience.

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Procedural Level Design in Eldritch David Pittman Minor Key Games

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  1. Procedural Level Designin EldritchDavid PittmanMinor Key Games

  2. About me

  3. What’s Eldritch? • “A Lovecraftian action roguelike.” • “A first-person action game inspired by roguelikes, immersive sims, and H. P. Lovecraft.” • We’re all professionals here, right? What I really meant was…

  4. Dishonored…

  5. + Spelunky…

  6. + Cthulhu…

  7. - Money…

  8. = Eldritch

  9. By the numbers • Solo development • Less than 8 months • ~1500 person-hours • “9/10” - Polygon • 90% positive Steam user rating • ~1000% ROI

  10. Level design goals

  11. Why procedural level design? • Perennial discovery • Project constraints • Team strengths • Content reuse • Multiple ways to use it • Runtime vs. offline • Supplement handcrafted levels • Procedural level generation is DESIGN!

  12. Eldritch level goals • Compact • Handcrafted • Continuous • Semi-coherent

  13. Lovecraft reference He talked of his dreams in a strangely poetic fashion; making me see with terrible vividness the damp Cyclopean city of slimy green stone—whose geometry, he oddly said, was all wrong… “The Call of Cthulhu”

  14. Art reference Marc Simonetti, R’lyeh

  15. Art reference Giovanni Battista Piranesi, Carceri Plate XIV

  16. Art reference • Right angles • Cyclopean masonry • Complex layouts • Verticality • Atmosphere

  17. Results

  18. Overview

  19. Overview • Build a 3D maze

  20. Overview • Build a 3D maze • Fill it with room modules

  21. Overview • Build a 3D maze • Fill it with room modules • Add enemies and items

  22. Overview • Build a 3D maze • Fill it with room modules • Add enemies and items Links: http://eldritchgame.com/about.html#source http://tinysubversions.com/spelunkyGen/

  23. Maze generation

  24. “Maze” is a four letter word

  25. Maze generation • Prim’s algorithm/growing tree • Start from a single visited cell • Randomly open a path to any adjacent unvisited cell • Repeat until all cells are visited

  26. Maze generation

  27. Maze generation

  28. Maze generation

  29. Maze generation

  30. Maze generation

  31. Maze generation

  32. Maze generation

  33. Maze generation

  34. Modifications • Bias expansion from most recent room • Balance horizontal/vertical paths • Randomly knock down walls

  35. Modifications

  36. Modifications

  37. Modifications

  38. Prescribed rooms • Not all space is alike • Don’t search maze for fit • Seed maze with prescribed rooms

  39. Prescribed rooms

  40. Prescribed rooms

  41. Prescribed rooms

  42. Prescribed rooms

  43. Module design

  44. Module design • Handbuiltvoxel modules • 6 exits = 64 configurations • Must connect to any other module

  45. Module design

  46. Module design

  47. Module design

  48. Module design

  49. Module design

  50. Module transforms • Rotation about z-axis • Reflection about x- or y-axis

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