Created environment with landscape and foliage painting tool.
Designed levels for combat, traversal and exploration.
Designed procedural generation rules to generate organic, non-repatitive open world levels.
Created environment with landscape and foliage painting tool.
Designed levels for combat, traversal and exploration.
Designed procedural generation rules to generate organic, non-repatitive open world levels.
Create modular open world levels that offers various combat, traversal and exploration experience.
Square modules were created, and then use the Dungeon Architect tool to procedurally generate the world map.
The world sometimes can be uncannly due to the fact that all the modules are squares with "doors" on 4 sides.
I created modules with the shape of tetris blocks, and categorized them into different types:
POI: The first module connecting to the spawn room
Room: Combat space
Corridor: Small, narrow space for exploration and traversal
Boss Room: Big, open combat space
2. I changed the procedural rules to increase the flexibility and interconnectivity between modules.
Created 17 modules for the Rocky Savannah biome, each offers unique gameplay oppotunities.
The world feels more organic with the new world generation rule.