blueprint

Mind the Trap

Creating the Foundation for a Minigame Room


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Mind the Trap

Procedural Generation, Part 1: Looking Good So Far


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Mind the Traps is designed to be a fun-filled party game that you play with your friends for a few rounds, kinda like Mario Party and Super Smash Bros. For those reasons, it needs to be action-packed, short and replayable. Originally, we had a few options, such as creating a large amount of levels and adding character classes, but given that this would be our first commercial game we decided to go with a more risk averse approach—procedural generation.

So far, it’s turning out pretty good for the basic floor plan.

proceduralgeneration

If you had a chance to play the prototype, you’ve probably noticed that the game is broken down into pathways and mini-game rooms. We’ve continued with that method of level design and created a blueprint that procedurally generates pathways and rooms at the beginning before the game starts. It follows the simple logic of: for every 2 pathways (white colored blocks), a mini-game room (black block) is created. The final room (red block) is a boss room. 

All of this is kept uniform by following a simple set of rules:

  1. All rooms and pathways follow a simple grid system, where every 1000 by 1000 UE4 units are considered one “unit” in our grid.
  2. All rooms and pathways origin position are the centerpoint of the first 1 by 1 unit. So that if we have a room that is size 3 by 3, the centerpoint is at 1 by 1, the bottom-left-most corner of the square. This is so that calculating the entrance and exit positions of each room and path is uniform and easy.
  3. Every path and room is entered from the south, meaning the players only enter each room and path from the bottom of the room/pathway.
  4. Every path and room is exited from the north, meaning the players only exit each room and path from the top of the room/pathway.

Each previously created pathway and mini-game room is randomly chosen from preset arrays. Having arrays gives us the flexibility of adding more pathways and rooms in the future. (more…)