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TECHNIQUES FOR PROCEDURAL LEVEL
GENERATION IN ROGUELIKE GAMES

This is my bachelor's thesis, which consists in the investigation, analysis, application and development of the main techniques and algorithms to generate 2D maps procedurally. These generated maps are intended
for Roguelike games, but can be used for any 2D video game.

This techniques are: 

  • Drunkard's Walk

  • Diffusion limited aggregation

  • Binary space partitioning

  • Voronoi diagrams

  • Cellular automatas

  • Perlin noise

  • Wave function collapse

It was developed by myself with Unity and C# and I did all the research and the implementation of the techniques. 

Source code: https://github.com/Alonefcp/TFG

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