Bound – Level Generation
After a late start this morning, I’ve spent most of the day working on procedural level generation for my game. You can see some of the results below:
In the final game, each coloured block will be a stand-alone module which can be moved around to open up the path from the start (the red block currently) to the end. Currently the path is pretty linear, but I have the individual blocks generating using a template system from eighty different designs. The levels vary in length and complexity.
I’m not sure I’m going to have time to finish the actual game, but learning this much has been pretty fun so far. I have a very definite idea of how the final game should work, but there’s a huge amount left to do. The blocks you see here make up a platforming level, with controls similar but not identical to Super Meat Boy. The screen will be split into two, with a character on one side pushing the blocks around while the character on the left tries to navigate through them.
