Procedural generation, yay!!! Also Ludum Dare results

After seeing the developer of Caves of Qud utilize the Wave-function collapse generation algorithm successfully for generating roguelike environments, I felt like it’d be fun to try to implement something akin to that in Multimedia Fusion 2. The original algorithm (You can find it here!) was written in C# and after trying to parse the code for a while I gave up and thought up how to approach the algorithm based on the general description of it on the git repository. The result isn’t nearly as nice and tidy, but it was fun to dabble with and it just might be useful for something if I can get it optimized a bit.

First try:
wfc

After some tweaks:
wfc2

Current state:
wfc3

As you can see, the algorithm suffers from slight misalignments here and there, making the results less neat, as well as small holes that are technically ‘handled’ by the algorithm but for one reason or another don’t get assigned anything. The generation is also very slow, something that can’t be seen in the gifs.

Anyway!! Ludum Dare #37 results arrived! Sadly, Salvage Star didn’t fare very well – it got in the top50 in the Graphics category, but that’s it. Very much understandable since the game ended up being really hard and frustrating + I guess people have kind of seen the ‘singular huge enemy you climb’ -thing already at this point. Still, I of course kinda wish it had fared better! Maybe next time. At least the game gave me some good data on how to get moving platforms to play nice.

Download Salvage Star

 

salvage5

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