Level generation in Pyherc and Herculeum

Recently I have been tinkering with level generation in order to accommodate new set of tiles and decided to write a post about the whole process.

The process starts with a brand new level that usually has been filled with solid wall. Level is then split into sections and sections are linked to each other to form the general shape of the level. In the picture below red and blue parts represents sections and green block is link between them.

0001 - sections

After the general shape has been decided. Each section is visited in turn and a room is created within it. There is a separate array where we can give names to locations, like “room” or “corridor”. This will greatly simplify item and monster placement later on.

At this point room is also connected to each and every link that the section may have, forming a net of interconnected rooms. Results of this are shown in the next picture. Black represents solid wall and gray area is space that has been carved out to create rooms.

0002 - carve rooms

Since the shape is known, we can next add stairs that link the level to other levels, monsters and items. Thanks to the previous step, we can search location array and always place stairs inside of rooms and generally control how items and monsters are placed.

0003 - add portals items and monsters

At this point the level is already playable, albeit really boring looking. Rest of the level generation concentrates on polishing it to look nicer. This is done with the help of decorators (not to be confused with Python decorators).

Decorator is an object, that takes a level alongside with some configuration and then changes the level to some degree. The first decorator we run will reason where there should be walls in the level (currently we have only solid rock that looks a bit too uniform). Essentially, it will search for boundaries of empty space and solid wall and place a new kind of tile there.

0004 - decorate pass 1

Second decorator will then step in and polish the detected walls further. It does this by reasoning which direction any given wall tile seems to be going and replaces it with a different tile. It would be easy to combine this step with the previous one and do the whole thing in a single pass. I wanted to keep them separate in case in the future I want to do something else with the walls than simply make them look nice.

0005 - decorate pass 2

Polishing the floor is similar process and done with yet another decorator. Because stairs have already been placed on the level, we can take them into account and make floor tiles to flow around them nicely.

0006 - decorate pass 3

Last decorator in this example will find suitable spots for torches and randomly select few of the spots to house torch. Essentially I want to place them on straight sections of wall, with free space on south of it.

0007 - decorate pass 4

After this, the level is ready to be conquered. Since the amount of decorators is not limited, it is possible to use same simple room shapes and change their theme and contents to create new rooms.

The graphics used in the example are by David E. Gervais and DragonDePlatino.

2 thoughts on “Level generation in Pyherc and Herculeum

  1. Pingback: Little level dsl tricks | Engineer's Journey

  2. Pingback: Agent based level generation | Engineer's Journey

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