About The System

For my dissertation project, the bridge between game world generation and player input is made. Instead of 2D tile based games generating worlds through their own designs alone, this system allows players to influence the steps to adhear to their preferences and tastes. A canvas is presented to the user to paint their desired biome layout entales, for it to then be extrapolated via Wave Function Collapse to produce a larger scale implementation. This gets fed through a multitude of generative processes such as perlin noise, random step, worley noise, voronois, cellular automata and more... The biome based locations dictate the tiles used, the structures allowed, the fluids simulated, and general composition. All these steps produce a cohesive layout that was orchestrated by the player but managed by the system. Not to overlook the complete customisation of all generative values such as the tunnel length, size, and angles, the biome tile sizes, the biome transition styles, and many others.

Screenshots and Videos