Streszczenie:
A spectrum of games implemented by procedural generation
takes one of the most influential positions in the whole industry.
They always have an element of surprise behind their back and are
willing to entertain a player with a different outcome after each fresh
start, unlike games with the already prepared scenario. Nevertheless,
the amount of information introduced to get acknowledged with procedural
generation is extremely blurred in the context of a variety of
solutions and algorithms, so it becomes puzzling to choose the right
approach. What is more, this causes the knowledge to become more
and more inaccessible in the context of the difficulty of the topic.
That’s why this thesis describes the research of creating a map for a
survival game by using the Perlin Noise algorithm as a foundation of
the aforementioned technology. The requirements for this project are
based on the scrupulous acknowledgment of aspects of coherent noise,
its behavior, and adjustments that we can apply to achieve desirable
height maps and assign necessary terrains accordingly. Based on the
investigations above the theory was implemented into a working algorithm
by using C# language together with Unity Game Engine.
As a result of the implementation, the algorithm allowed adjusting the
size of the generated map, as well as it was flexible towards the number
of possible biomes that could appear during the fresh start of the game.
In addition, the project made it possible to work with the random level
generator of game objects and overall optimization management. However,
the achievement of biome-sensitive objects wasn’t successful due
to the nature of the Perlin Noise algorithm.