Roguelites gained a lot of traction in the last years. Or more generally spoken, games featuring procedural content. Being a designer myself I have always been fascinated by procedural content generation. You know the argument... "Procedural can never be as good as manual". Can't it? Well of course there's a lot of manual design involved with games. But nonetheless, games like The Binding of Isaac or the upcoming No Man's Sky, among many others, promise procedural content or held to the promise already. And they are great fun. I though to myself "That's what I want to do." Then I looked at the underlying principles of procedural content creation. It's all math. Cool math. But... not very colorful and stuff. But hey! I'm using Unity. So there has to be something on the asset store already, because it always is. Yes? No? Wait what?

 The asset store really doesn't feature a real tool-set for procedural maps. So I took the deep dive and started coding one myself. I have a bit of experience with C# and graphics programming so, shouldn't be too hard. Ach well... wishes die fast. Starting from a small feature-set this has already grown into a full blown framework, supporting prefabs and code only instancing. A data debugger. Multiple layers. Modular design. This blow is dedicated to taking you along the remaining journey and, hopefully, getting your feedback on the way. I'll be updating this wilth small featurettes of the current featureset in the next few days and weeks. Today I'll end with a screenshot from inside Unity. Just in case you wondered... I created an interface to the awesome 2D ToolKit from Unikron Software that pushes my PMap data to the tilemap. Additionally an AutoTile script is doing its magic to make things pretty.

PMap Schreenshot 1
PMap in Unity Editor

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