PCG Spatial Representation
This week I successfully wrote the phase two algorithm of PCG, which converts the gameplay graph into a spatial assortment of rooms with their respective room center and room sizes.
This is what it looks like when ran
What’s going on here is that every frame (for testing purposes, obviously) the algorithm is re-determining where the rooms from the gameplay graph should go. Lines denote parent/child relationship, which in phase three I’ll convert into corridors. The room size is slightly random, but influenced by how many child rooms there are. So the more child rooms, the large a room will be.
Hopefully I can finish all of this PCG stuff in the next week so that I can tackle the final two things I want to finish (adding a title screen and one more enemy). I need to start gearing up for my presentation at the end of the year, which will consist primarily of me showing the evolution of the game from idea to implementation.
I probably will just gloss over all technical details such as PCG, the physics engine, the AI, etc. simply because I have only a five minute time window, and instead I’ll focus on how huge the scope of even a seemingly small game can be.