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.
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:
- All rooms and pathways follow a simple grid system, where every 1000 by 1000 UE4 units are considered one “unit” in our grid.
- 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.
- 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.
- 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…)