Discover and read the best of Twitter Threads about #unexplored2

Most recents (2)

Where many games use a bottom-up approach to content generation, I like to think #Unexplored2 uses a top-down approach. Let me use this cool ‘lake-bed’ temple I have been working on to illustrate what I mean for #screenshotsaturday #indidev #gamedev #procgen 1/11
A good example of a bottom-up approach is stitching pre-designed rooms into a larger random structure. It works well for many dungeon crawling games, especially when different parameters can be used to vary the rooms. 2/11
In contrast, we don’t author bits and pieces, we author the general structure as this diagram shows. It consists of 6 interconnected levels, the structure specifies how the levels are connected and where crucial keys can be found and where enemies should be spawned. 3/11
Read 11 tweets
'The Place': a new level design philosophy to guide level generation in #Unexplored2. It describes the elementary structure that helps generate locations to complement the typical dungeons and place encounters in them in a logical manner. A thread (1/11) #gamedev #indiedev
The place:
- is a confined space with an entrance situated in an environment.
- can only be entered through entrances.
- could be a keep, a house, a tower, a glade, or room.
(2/11)
The environment (1)
- is interconnected: you can travel from any place in the environment to any other place in the environment.
- may be open, maze-like, hazardous, or any combination thereof.
- could be an open plain, a dense forest, a swamp, a cave, a ruin complex or a city.
Read 12 tweets

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