Procedurally Generated Lock And Key Puzzles

  

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While it has become easier to generate game spaces and levels, as well as mathematical puzzles, one of the current challenges is incorporating narrative into procedurally generated content. Procedural generation of collaborative puzzle-platform game levels Benjamin van Arkel, Dani el Karavolos, and Anders Bouwer. Possible playable level variations that can be generated. Will be required to work together to solve lock-and-key puzzles. However, the lock-and-key mechanism is. Apr 13, 2012  Each time you play, it will generate a new dungeon layout and new combinations of mobs. The seed for this dungeon, which you can use with Metazelda to view the map, is 672724824. Aug 17, 2011  I've also seen a rise in recent suggestions and several implementations of Metroid-style procedural generation featuring gated lock-and-key puzzles to partition a map, on the assumption that being forced to traverse through a non-linear space looking for a key is some how interesting.

Lock

It's been a while since I've last posted here!

The past couple of weeks we've been waiting for the last of the physical rewards to arrive in the post, but in the meantime we've been working on the finer details of our dungeon generation tool. Ben's done a huge amount of concepting for this, and together we've come up with some nifty ways to generate locked door and key puzzles.

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The idea is to zone off certain areas of the dungeon that can only be accessed with a correct key. These areas for the most part will be optional, and the game will reward players who go the extra mile with some tasty surprises. As part of this we have to be extra careful to guarantee solvable dungeon layouts, lest we trap our unlucky dungeoneers forever.

Lock And Key Season 2

Procedurally Generated Art

I've also been looking at some cluster analysis/detection techniques, and this will help us determine our Orc and Skeleton territories. More on that later!

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One last thing, a loyal fan on our forums requested that we post a teaser image of a very very large dungeon. So I thought, why not try to generate a 500 room dungeon and see what we get? Suffice to say, we'll probably not include dungeons of this size as it takes absolutely forever to generate, but just for fun here's what we ended up with:

Procedurally Generated Rpg