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Procedural Track Generation

This week I added procedural generation to the game!


To do this I first created some basic building blocks that I could build the level out of, and then went about a creation script.


The script works by first placing the starting block of the level, then it picks a random tile from the regular blocks list that it holds, these blocks are without any traps on and are mainly there to give a safe space for the runners, as well as add variation to the course layout.


After the regular tile it picks a trap tile, these tiles have different layout of traps on them, but will always have a trap.


The script will alternate between these two tile types until it reaches the maximum track length variable, where it will finish by placing a finish tile.


Each building block will need a start position and an end position marker in their child hierarchy, this is so that the building script will know where to place each block after the other.

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