I recently entered make a game for PROCJAM 2020. As I was making it purely for fun (there’s no winners in the competition), I focussed thing to make something that expanded my skills and was technically impressive. As such, there’s lots of interesating techniques that I felt were worth briefly explaning here.
I did another game jam. This time, I made For Keep’s Sake!, for PROCJAM 2020. It’s not really a game, it’s just a toy procedural thing / tech demo. Still, I had fun making it and I hope you enjoy.
The Binding of Isaac, and its remake, Binding Of Isaac: Rebirth are one of my favourite games of all time. It’s a roguelite twin stick shooter, much like Enter the Gungeon.
The dungeons it generates are particularly iconic. I’ve seen countless tutorials online offering how to do Isaac-like generation, but I was interested in how the original did it. To my suprise, most tutorials get it wrong. In this article I go over how the generation works, including a Javascript demo.
I recently made a game in 48 hours, Lucky Fluke. Though technically I’ve done game jams before, I’ve not done one in a decade, and not ever as successfully. So I thought I’d write up what I learnt.
This year I decided to enter the 48 hour GMTK Jam. I teamed up with the excellent Praeto and jhicks to make a little shooter based on the theme: Out of Control
It’s time for another in my series on how games do level generation. Let’s take a look at SLIGE, a random level generator for Doom. The original Doom. That’s right, we’re going back to the early 90s for this one.
Doom was one of the first games designed from the ground up to friendly to modding, and consequently the community around it exploded. In the years following its release, level packs and tools started to circulate for free. It was only a matter of time until someone designed a random level generator.
SLIGE was one of the first. It quickly became infamous because newcomers would often attempt to pass off the level it creates as their own. But they’d inevitably get caught – SLIGE levels have a very distinctive feel, as you can see in the video below.
SLIGE may not be the most sophisticated level generator out there, but its fame caught my eye. It was under development by author David Chess for a number of years, and so has lots to explore. In this article, we’ll delve into how exactly it works.
Since developing DeBroglie and Tessera, I’ve had a lot of requests to explain what it is, how it works. The generation can often seem quite magical, but actually the rules underlying it are quite simple.
So, what is the Wave Function Collapse algorithm (WFC)? Well, it’s an algorithm developed by Maxim Guminbased on work by Paul Merrell for generating tile based images based off simple configuration or sample images. If you’ve come here hoping to learn about quantum physics, you are going to be disappointed.
WFC is capable of a lot of stuff – just browse Maxim’s examples, or check out #wavefunctioncollapse on twitter, or see my youtube video.
WFC is explained briefly in Maxim’s README, but I felt it needed a fuller explanation from first principals. It is a slight twist on a much more broad concept – constraint programming. So much of this article is going to explain constraint programming, and we’ll get back to WFC at the end.
WFC is a very flexible algorithm, particularly with the enhancements I’ve designed, but at the same time, I’ve found it’s quite hard to actually get it to produce practical levels useful for computer games. The key difficulty is WFC doesn’t have any global structure to it, all it does it make the output generation look like the input locally, i.e. when viewing small rectangles of output at a time.
In this article, I share what I’ve learned to take your constraint based generators to the next level.
Due to demand, I’ve now released Tessera Pro, an upgraded version of Tessera which comes with source code and some extra features. Hopefully with more features to come.
I’m really pleased with how the project has been recieved so far, and am hoping to see some awesome games made with it.