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I'm planning to make a procedural level generator and I think I will need some sort of abstraction of a level in 2D.

I thought that levels could be abstracted to lines (platforms) and arcs (jumps) and hazards would be placed along those lines and arcs.

Is this a suitable abstraction for this purpose?

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    \$\begingroup\$ You thought correctly -- that is one way. It all depends on you. Now how will you represent that data? How will your characters know which arc or line they are standing on? How will you make your collision detection work with that data, e.g. arcs? \$\endgroup\$ Commented Feb 27 at 0:02
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    \$\begingroup\$ This reminded me of a school project I did a few years ago, modelling the path a randomized player would take through a not-yet-existing level, then generating platforms at the places they touched. In my case, I was using a discrete underlying tile grid, though one could design a version that works with continuous coordinates instead, if there was a need to do so. I'd recommend consulting this guidance on "would this idea work?" questions to improve this post or help escape analysis paralysis. \$\endgroup\$ Commented Feb 27 at 0:46
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    \$\begingroup\$ There's also some discussion of line/edge/arc abstractions in Procedural Level Design for Platform Games (Kate Compton & Michael Mateas, 2006), and I'm sure much more of the literature, if you're looking for reassurance from past works. \$\endgroup\$ Commented Feb 27 at 10:27
  • \$\begingroup\$ @Engineer do you mean collision with arcs? i saw them as visualizations of jump trajectories for the player \$\endgroup\$ Commented Feb 27 at 15:59
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    \$\begingroup\$ Can you clarify the problem? You say you think you need an abstraction, propose a lines & arc concept but I'm not sure what you mean with regards to asking if it's suitable. What problem(s) do you need the abstraction to address? \$\endgroup\$ Commented Mar 1 at 16:41

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