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Rhythm-based level generation for 2D platformers

107

Citations

8

References

2009

Year

Abstract

We present a rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing. Levels are created using a grammar-based method: first generating rhythms, then generating geometry based on those rhythms. Generation is constrained by a set of style parameters tweakable by a human designer. The approach also minimizes the amount of content that must be manually authored, instead relying on geometry components that are included in the level designer's tileset and a set of jump types. Our results show that this method produces an impressive variety of levels, all of which are fully playable.

References

YearCitations

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