Procedural Terrain Adaptation
Immersive Technologies
Semester programme:Game Design & Development
Client company:CatDrink Studios
Project group members:Petar Dakov
Daniel Klaver
Ziggy Corbey
Hisu Han
Project description
How can a modular, event-driven procedural terrain generation system dynamically adapt game levels in real time to increase replayability, without negatively impacting gameplay balance and the core game loop?
Context
This project is part of the game and entertainment industry. It contributes to a larger game called CataMiner.
Results
The challenge was to improve replayability, and this was achieved by creating a procedural cave system that generates a new layout every time the game is played. Each cave connects all rooms with tunnels, so players can always move through the level without getting stuck.
Because the layout changes every session, players get a different experience each time, which makes exploring more interesting and keeps the game from feeling repetitive.