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Generating Procedural Medieval Scenes

  • Writer: Utku Çoban
    Utku Çoban
  • Feb 27, 2024
  • 1 min read

For the past month, I've been developing a Python program to procedurally generate a medieval castle scene. Despite not having any applications for it, I believe it could prove highly beneficial, especially for platformer games requiring an infinite-length background. I opted for Python in this project because, currently, I find myself more comfortable with Python than Java, and I'm using the Pygame library.


While Pygame is effective for simpler tasks, constructing a complex scene with it has been very challenging. Anyone familiar with coding to create visuals knows it's a demanding and time-consuming process. One significant problem I've encountered is with layering; regardless of my efforts, I can't seem to get certain objects to be drawn on top of eachother. This obstacle has somewhat slowed down the project, but I am optimistic about resolving it by next week.


Although the program may not be of much use right now, I envision transforming it into a toolkit for game developers, full of procedural generation code. Initially, I hesitated to label this as "procedural generation," but upon reading the definition, which describes it as "data generated by computers algorithmically," i now realise it totally is a procedurally generated scene.

 
 
 

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