Procedural Generation Heatmaps

  1. Procedural Generation Heatmaps
  2. Creating A World Generator
  3. Graphical Programming Weirdness
  4. Project: Susminer

While working on my game/demo “Susminer”, inspired by my recent reading of “Procedural Generation in Game Design” I created a tool to analyze the generation code by making heatmaps of x number of generations. This is a useful tool to observe biases in how the generation code creates things, and it revealed that the left side had a bias to create “wings” where as the right side would more smoothly approach the top. These islands were initially intended to be somewhat symmetrical in design, but I realized that I had actually quite liked the look of this, plus “fixing” it would take a lot of time and digging through code, and so the design stayed.

Anyways, here’s a few of the heatmaps.

Eventually, I did some extra coding and made it so it’d also export the image data as a PNG allowing for this one to not be a screenshot.