Ken Perlin tagged posts

Challenge 2D

This is the result of a challenge proposed by Big Viking Games, they provided me the graphics and the development depended on me. It took me 10 days to develop it from scratch.

The terrain is generated procedurally, it has some zones with different set of tiles, each zone has a basic tile that appears around the 90% of times and the other 10% comes from decoration tiles of each zone. Apart from the zones, decoratives tiles can appear in all zones, and then there are the obstacles that provides cover against the enemy projectiles. There are 3 types of enemies, with their own Artificial Intelligence, stats and bullets.

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Procedural Terrain Generation

The first thing we should ask ourselves is: What is the procedural content generation and what we can do with it on games? PCG is the automatic or computer-assisted generation of game content such as levels, landscapes, items, rules, quests etc. This time we are generating the terrain for a posible sandbox game using voxels, like Minecraft. I have decided to use voxels because they are easy to manage and will allow me to do whatever I want with the terrain (cliffs, mountains, canyons, caves, corridors between caves, etc)

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