DEVLOG #004 MOM

Hello everyone! 

I’m Clarissa, one of the co-founders and engineers at Tandemi, as well as the architect behind our Map Outline Maker, or MOM. MOM is responsible for generating unique map layouts on each playthrough. She works together with the Dynamic AI Director, or DAD, (more info on DAD in a future post!) to dynamically spawn monsters and obstacles tailored to each experience with your friends - because… they love you of course!

MOM didn’t become awesome overnight. We went through what felt like countless iterations of procedural generation architecture over the course of development- and there will surely be countless more iterations in the future!

When I first started building MOM, I was eager to learn pathfinding algorithms to build our first maps. (this kicked my butt btw… but shaped me into being a better programmer). I worked within a 2D grid and placed big and small squares that represented bespoke segments in a level. These handcrafted rooms would represent different points of interest depending on the environment. For example - The Sewer’s trash compactor and generator room, or The Hotel’s ballroom or bedroom suite. I used both A* and Dijkstra’s pathfinding algorithms to create intricate maps that included alternative routes and dead ends. The configurations of maps were endless! 

Above are the early stages of auto generated levels. This early algorithm was limited by the bounds of a preset grid, and could only support a few larger points of interest. But it was already fun to run through!

As MOM evolved, we found ways to increase variety while also giving art and design more flexibility to handcraft points of interest. We currently use what we call a "stitching" method where we "stitch" segments together, and no longer have the bounds of a grid. Artists know to create individual segments that will seamlessly connect to any segment which ultimately forms a cohesive level of any dimension.

Above is an example of our current “stitch method”. Shown is the workings of MOM generating a unique level. MOM also customizes the decor and content inside a segment. Here are some wall variations in the sewer that can be picked randomly in the level.

MOM is designed to be flexible, allowing elements of any size to be stitched together. These pieces are quickly placed, arranged, and rearranged to ensure a fully navigable level. MOM even ensures the monsters have paths to invade the level. She can customize the decor, functionality, and content inside the map as well. MOM is unstoppable! She is a free spirit and capable of making on occasion some “WTF is that?”- looking maps. My job as the engineer is to expand her capabilities of creating engaging and unpredictable levels.

MOM also plays a vital role for the developers of Begone Beast in everyday production — making each playthrough surprising even for the devs, and allowing artists and designers the tools to easily make huge impacts on the level design with small tweaks. We are thrilled to introduce MOM to you soon and hope you will love her as much as we do!


Thanks for reading and, as always *DEEEEEEP BREATH* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!

- C

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