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  • Writer's pictureRyan Pallesen

Synchronaut - Map Generation Prototyping


Here's some interesting old stuff; a basic noise-based procedural generation algorithm to make interesting playfields for Synchronaut. This was during pre-production where we were testing out the viability of various map design implementations. It was fairly easy to figure out the math, but applying it to my map in the correct areas did get a bit tricky sometimes. as well as redrawing the map without completely deleting it every frame.


On a similar note for the same game; here's us testing out the infini-loop map design, where if something goes off one edge, it just comes back from the opposite side!


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