After making procedural generation and jump I decided to combine (well, not really) the ideas and make a platformer game that is procedural!
You may recognize the platformer tileset (it’s from here) since I don’t have any creative skills in the slightest.
Controls:
Jump - up (W or 🠕) or A (Q or Space)
Left and right - left and right (A and D or ← and →)
Show us your seeds and best times! Mine is 1:06.27 on seed 1234: (I would love to see someone get under 1 minute come on guys lets speeeeeeedrun this but don’t cheat )
Scoring mechanic! If you get a time within 120 seconds then you will get a score from 0 (>=120) to 1000! (0 seconds ) You can also reset the high score
Little death animation which was fun to code.
Sadly this version does not work on hardware. Guess it’s too big.
While I do understand the basics of the biome generation, I fail to understand how the platforms are generated in a manner that allows the player to traverse them…
As far as I understand, each digit of the seeds, results in one aspect of the game. For example the biome, or the placement of the trees. Correct me if I’m wrong… (I most likely am tho…)
So I first set some starting coordinates, and then place a random-width platform. Then I move 1-2 tiles to the right, and up to 2 tiles up and down. Since the player can jump 2.5 tiles, the player can always jump far enough. And then a bunch of random numbers determines how and if the “extras” are placed.
rng_base: Is the base RNG which is used to seed all of the other RNGs.
rng_width: Determine how wide the platform should be (1, 2, or 3)
rng_variation: Determines what type of extra should be on top of the platform. Ignored if 1-wide platform.
rng_rand: A random number for the extra.
rng_height: Determines how many tiles up or down we should shift before making the next platform.
rng_distance: Determines how far away should each platform be. (either 1 or 2)
rng_season: Determines the season we are in.
rng_stars: Used to place random stars in the sky if in night mode.