Sword Shibe

Sword Shibe is a capstone project I worked on as a senior at the University of Maryland, Baltimore County.

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Procedural Generation

A pseudo-random number of rooms of varying sizes are generated within a biome. Each room has four exits in the cardinal directions N, S, E, W. The rooms are then connected by determining the closest neighbor in each direction. Room tiles are generated randomly using an algorithm I developed referencing GPU Gems Chapter 12 on Tile-Based Texture Mapping. The goal was to ensure each playthrough feels fresh and provides a new challenge.

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Blue Noise

Room objects such as items, obstacles and enemies are randomly placed using Blue Noise Sampling with Mitchell’s Best Candidate. Our goal is to have spawning locations random but predictable enough to prevent overlap and clusters.

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Particle Systems

Our game has multiple biomes, one of which being a snow biome. I produced a particle system to simulate snow falling with the capability to change size respective to the room size.

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Blue Noise