Procedurally Workshop [Devlog 5]


Wow..can't actually believe a week's gone by already.. Wellp, time for a new devlog update.

So this week I implemented the procedural maze generation algorithm I mentioned last week. The algorithm itself is pretty simple and works "room based". So, we have several room prefabs each with a "type of connection", for example, a room that has a connection of type: "1000" has a door on the top wall, "0100" has a door on the bottom, "0010" has a door on the left, "0001" has a door on the right, "1100" has a door on the top wall and one on the bottom and so on. With this we can now easily compute an algorithm that will create fully connected and possible mazes (i.e, you can move from any room to any other room).

The way I did it was, we start by placing the center portal room and the spawn rooms on the borders at preset locations. Then, we iterate over the total number of rooms we have to place and simply place a room that can connect to each of it's already surrounded rooms! Easy as pie.

In the end we get a maze thats cohesive and allows us to make interesting rooms that can randomly be included or excluded from that match's maze giving us more variety to excite our players!

On a less technical level, we also had our workshop today! We got a lot of opinions, ideas and different fresh prespectives which was awesome! We'll be incrementing our game design document and creating a workshop report over the weekend to deliver next tuesday.

And that's basically it!

See y'all next week!

- Diogo Silva





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